Search found 315 matches

by sdm
Sun Dec 11, 2016 11:05 pm
Forum: NES Hardware and Flash Equipment
Topic: Using MMC1 (SLROM) as NROM (Dev-Cart)
Replies: 3
Views: 2413

Using MMC1 (SLROM) as NROM (Dev-Cart)

Due to the lack of NROM carts and the problem of the 28 eight-pin mask ROM's, i decided to rewrite MMC1 (SLROM) for the NROM dev cart (two 32pin DIP socket). Initially I was going to completely disconnect MMC1 that connections are 100% identical to the original NROM, but I noticed that the launch NR...
by sdm
Fri Dec 09, 2016 12:59 am
Forum: NES Music
Topic: Shovel Knight OST by virt (VRC6)
Replies: 11
Views: 10205

Re: Shovel Knight OST by virt (VRC6)

Have anyone tried to convert it to the NES rom, to be able to run on VRC6 dev-cart?
by sdm
Sat Dec 03, 2016 2:55 am
Forum: Reproduction
Topic: Contra - Revenge of the Red Falcon
Replies: 44
Views: 36333

Re: Contra - Revenge of the Red Falcon

I have done UOROM according to the description of this topic: http://www.famicomworld.com/forum/index.php?PHPSESSID=5ynVouCmTgzR7CXEtF8Jw1&topic=7922.msg115726#msg115726 Everything works OK. Both UNROM-128 and 256 UOROM run correctly (on the uorom cart). I made two versions using HVC-UNROM-02 (D...
by sdm
Tue Nov 29, 2016 11:42 pm
Forum: Reproduction
Topic: Contra - Revenge of the Red Falcon
Replies: 44
Views: 36333

Re: Contra - Revenge of the Red Falcon

Really? Pin 30 is lifted up and ONLY connected to pin 8 of the 74'32. I cannot make it more clear. UNROM -> UOROM: Bend up pin 6 of 74'161 Bend up pin 9 and pin 10 from 74'32 Connect pin 9 from 74'32 to pin 2 74'32 Connect pin 11 of 74'161 to pin 10 of 74'32 Connect pin 6 of 74'161 to D3 of PRG ROM...
by sdm
Tue Nov 29, 2016 1:16 am
Forum: NES Hardware and Flash Equipment
Topic: Questions about making a video game type UNROM
Replies: 21
Views: 8891

Re: Questions about making a video game type UNROM

Are commercial release games UNROM may differ controller connections (74xx161/32)? Pirated versions have slightly different connected controller.

Is the original versions of PCB eg .: NES-UNROM-02, 03.06 ... NES-UNROM-10 may be different connections? My guess is that, yes, but the will to be sure.
by sdm
Wed Nov 23, 2016 10:49 pm
Forum: NES Hardware and Flash Equipment
Topic: Kazzo USB rom dumper / dev cart programmer
Replies: 711
Views: 447775

Re: Kazzo USB rom dumper / dev cart programmer

Question concerning the construction UxROM for Kazzo. On the unagi page writes: "So far, HVC-UNROM-10 and HVC-UOROM-01 have been successfully tested. Other 74xx161-based boards not referenced in this document might not comply with the following instructions." Are commercial PCB UNROM may d...
by sdm
Mon Nov 21, 2016 6:12 am
Forum: Newbie Help Center
Topic: Nesasm(?) error
Replies: 6
Views: 5820

Re: Nesasm(?) error

Is this method also works with other branches? As BEQ, BMI, BPL, etc.?
Or maybe there are some limitations and can not always be used?
by sdm
Sat Nov 19, 2016 3:57 am
Forum: NES Hardware and Flash Equipment
Topic: A17 and A18 in larger chips
Replies: 11
Views: 7586

Re: Connections

Convert UNROM 128 mask ROM to UOROM 256 EPROM devcart: -7432 pin 6 to EPROM pin 30 A17 This is how I did it and it allows UOROM 256 Kbyte use and it works. Let me know if you have problems. I noticed that the original cards UOROM address A17 is connected to 74LS32 pin # 04. Or there are various con...
by sdm
Wed May 18, 2016 1:04 am
Forum: Newbie Help Center
Topic: comparing values in memory, which change very quickly
Replies: 7
Views: 4365

Re: comparing values in memory, which change very quickly

I'm going back, I stop, I go back over and over :) After a break in the coding back to the forgotten problem. I noticed that just any increase / decrease the value of the item object is driven separately to check: My guess is that the method is ok, well, maybe the speed of code (it takes a lot of CP...
by sdm
Fri Feb 05, 2016 4:09 pm
Forum: Homebrew Projects
Topic: Micro Knight 3 - game demo & Micro Knight 4 (NESASM)
Replies: 20
Views: 19434

Re: Micro Knight 3 - game demo (NESASM)

New Engine updated.

Early stage demo, still plenty of time to complete.

Hero SPR project:
Image
by sdm
Sat Jan 30, 2016 5:45 pm
Forum: Newbie Help Center
Topic: simple data copy loop, byte per byte
Replies: 19
Views: 5136

Re: simple data copy loop, byte per byte

Thanks ... In fact, unnecessarily added some code, and LDX 1 left accidentally. Now everything seems ok. I have never used a debugger.
by sdm
Sat Jan 30, 2016 4:53 pm
Forum: Newbie Help Center
Topic: simple data copy loop, byte per byte
Replies: 19
Views: 5136

Re: simple data copy loop, byte per byte

I seem kind of easy, but it is not Any ideas how to improve it? Copy: LDA #low(NameTable) STA <NTloadLO LDA #high(NameTable) STA <NTloadHI lda #$3 sta <addrHI lda #$0 sta <addrLO ldy #0 ldx #3 ;3x 256 bytes Copy_Loop: LDA [NTloadLO],y sta [addrLO],y INY BNE Copy_Loop INC <NTloadHI inc <addrHI DEX BN...
by sdm
Sat Jan 30, 2016 1:43 pm
Forum: Newbie Help Center
Topic: simple data copy loop, byte per byte
Replies: 19
Views: 5136

Re: simple data copy loop, byte per byte

I need help in copying 960 bytes of NameTable (without Table attributes) to the ram. I have already done, but it copies the entire 1024 bytes NT. I would like to have copied only the first 960 bytes, the most efficient way. Memory area where you want to copy $0300-$06BF Copy: LDA #low(NameTable) STA...
by sdm
Sat Jan 30, 2016 9:47 am
Forum: NES Music
Topic: FamiTone - audio library (release)
Replies: 82
Views: 60973

Re: FamiTone - audio library (release)

I was able to finally implement FamiTone to my code. Unfortunately, nowhere I read how much memory it can take up. FT_BASE_ADR = $0300 ;page in RAM, should be $xx00 In my code, I noticed that it is about 128 bytes. Is this the maximum size ?, or may depend on the size of music? I use only NES'a chan...
by sdm
Fri Jan 29, 2016 10:59 am
Forum: Newbie Help Center
Topic: moving platforms (platform game)
Replies: 7
Views: 2572

Re: moving platforms (platform game)

Demo game now looks like this: (a file attachment). There is still a lot of ideas that I bring into the game. We'll see what comes out, yet somehow I manage to solve different problems that were previously.

Graphics, music and general appearance are temporary.