Search found 92 matches
- Wed Mar 25, 2009 6:04 am
- Forum: NESdev
- Topic: The essence of great games on the NES
- Replies: 48
- Views: 30422
The best way to enhance a NES cartridge is using an FPGA, map the dual port RAM to the PPU address and data bus so you can access it any time, and throw in a small blitter which can perform logical and arithmetical operations on the RAM. You could even generate new grahics modes that way, totally ig...
- Wed Mar 25, 2009 5:28 am
- Forum: NESdev
- Topic: The essence of great games on the NES
- Replies: 48
- Views: 30422
- Wed Mar 25, 2009 4:48 am
- Forum: NESdev
- Topic: The essence of great games on the NES
- Replies: 48
- Views: 30422
What I am trying to hint at is the following schizophrenic situation: thinking first in terms of technology and the gameplay comes second. People will buy my game because it looks and sounds more realistic than the previous games before. This is the 2009 way of doing games on modern systems. The sch...
- Wed Mar 25, 2009 3:55 am
- Forum: NESdev
- Topic: The essence of great games on the NES
- Replies: 48
- Views: 30422
- Tue Mar 24, 2009 5:18 pm
- Forum: NESdev
- Topic: The essence of great games on the NES
- Replies: 48
- Views: 30422
The essence of great games on the NES
SMB shows a good game can be basic hardware, but SMB3 shows a good game can be more advanced hardware too. I think both SMB and SMB3 are not only good, but revolutionary games. The difference is, in order for SMB3 to exist, there had to be SMB first, adressing exactly my point: core idea and playab...
- Tue Mar 24, 2009 4:10 pm
- Forum: NESdev
- Topic: Fan game copyright issues
- Replies: 52
- Views: 20898
Same for First Star Software and Boulderdash: they have a harsh zero-tolerance attitude against homebrew variants of Boulderdash. That's the reason why the Atari 2600 port was cancelled. Yet nobody touched Crystal Mines, Exodus, or Joshua. So what's the best way to proceed if someone cease-and-desi...
- Tue Mar 24, 2009 3:54 pm
- Forum: NESdev
- Topic: Fan game copyright issues
- Replies: 52
- Views: 20898
- Tue Mar 24, 2009 3:42 pm
- Forum: NESdev
- Topic: Choosing a new mapper
- Replies: 24
- Views: 12667
Perhaps it's about time to make a cost effective homebrewed mapper that will support all your (and other nesdev developers) needs? That way you don't need to worry about which donor cart to use. I'm pretty sure nobody will agree on what features are essencial and what features aren't, and in the en...
- Tue Mar 24, 2009 2:40 pm
- Forum: NESdev
- Topic: Fan game copyright issues
- Replies: 52
- Views: 20898
You guys need to stop mixing up 2 different issues: what could happen and what probably is going to happen. Fact is, contrary to what the other poster said, they successfully sued other companies for copying their game mechanics. But not only Nintendo, the same issue came up when Activision, license...
- Tue Mar 24, 2009 12:08 pm
- Forum: NESdev
- Topic: Fan game copyright issues
- Replies: 52
- Views: 20898
For the rom images, not all elements of a work are copyrightable: facts, ideas, themes, and public domain content for instance. This is part of why Nintendo cannot sue anyone who makes a platformer involving a fellow jumping around to save a princess/girlfriend/etc from some giant antagonist. Actua...
- Tue Dec 09, 2008 3:46 am
- Forum: NESemdev
- Topic: Reliability of raster timing
- Replies: 16
- Views: 7976
- Tue Dec 09, 2008 3:44 am
- Forum: NESemdev
- Topic: Reliability of raster timing
- Replies: 16
- Views: 7976
- Mon Dec 08, 2008 3:38 pm
- Forum: NESemdev
- Topic: Reliability of raster timing
- Replies: 16
- Views: 7976
When Nintendo designed the Famicom, they probably had no intention of bringing it to the states much less to Europe. 26.58 MHz also won't neatly divide to the NTSC colorburst Yes, but the PAL colourburst. PAL NES systems are clocked with 26.58Mhz masterclock. 26.58Mhz / 6 = 4.43Mhz = PAL colorburst...
- Mon Dec 08, 2008 11:56 am
- Forum: NESemdev
- Topic: Reliability of raster timing
- Replies: 16
- Views: 7976
- Mon Dec 08, 2008 11:28 am
- Forum: NESemdev
- Topic: Reliability of raster timing
- Replies: 16
- Views: 7976
I defy you to find things modern emulators doesn't implement, exept a trick about $2004 reading that was recently found, that I don't think any emulator has implemented yet. Interesting answer, considering the fact that in your previous post, you recommend checking my timing against real hardware. ...