Search found 1161 matches

by Shiru
Tue Oct 08, 2013 7:23 pm
Forum: NES Hardware and Flash Equipment
Topic: Connect AY-3-8910 sound chip to FME-7 board
Replies: 135
Views: 108340

Re: Connect AY-3-8910 sound chip to FME-7 board

Yamaha's clones of AY-3-8910 contain built-in source clock divider by 2. It is optional in YM2149, controlled with a pin; but seems to be always enabled for YMZ284.
by Shiru
Tue Oct 08, 2013 5:31 pm
Forum: General Stuff
Topic: Most famous/popular PC games until the mid 90s
Replies: 18
Views: 6022

Re: Most famous/popular PC games until the mid 90s

I'd add Prince of Persia. Although it wasn't natively created for MS-DOS PC, it only got the fame when it has been ported to it.

Warcraft and C&C also could be in the list, at least the first Warcraft (1994). Heroes of Might and Magic, maybe (1995).
by Shiru
Sat Oct 05, 2013 11:48 pm
Forum: General Stuff
Topic: How 8-bit games were actually made
Replies: 2
Views: 1806

How 8-bit games were actually made

Just read a new great book on the topic - Bob Pape's 'It's Behind You', about ZX Spectrum conversion of R-Type (one of the best games on the platform) that he handled back in 1988. A great insight both into tech side of things and in how daily life of a game programmer was like back then. I also see...
by Shiru
Sat Oct 05, 2013 6:23 pm
Forum: General Stuff
Topic: NES games with sprites smaller than 16 x 16 pixels
Replies: 2
Views: 1486

Re: NES games with sprites smaller than 16 x 16 pixels

From old commercial ones, Road Fighter perhaps? Not to mention games with balls, like Pinball or Side Pocket.

Some homebrew games also had main characters smaller than 16x16.
by Shiru
Sat Oct 05, 2013 5:17 am
Forum: NESdev
Topic: Beginner's questions about CC65
Replies: 39
Views: 9947

Re: Beginner's questions about CC65

You can put variables declared in C code into zero page using pragmas. Not sure which ones, as it has been changes between recent CC65 versions, in the version that I use it is this: #pragma bssseg (push,"ZEROPAGE") #pragma dataseg(push,"ZEROPAGE") static unsigned char i; //after...
by Shiru
Sat Oct 05, 2013 2:55 am
Forum: NESemdev
Topic: First steps in writing an emulator
Replies: 75
Views: 36540

Re: First steps in writing an emulator

Yes, the program counter is loaded with value from the reset vector at reset. I'd say that writing and debugging a 6502 emulator with a NES emulator at once is way more difficult thing to do than doing these things separately, because you could make mistakes in both counterparts without being sure w...
by Shiru
Sat Oct 05, 2013 2:18 am
Forum: NESemdev
Topic: First steps in writing an emulator
Replies: 75
Views: 36540

Re: First steps in writing an emulator

Take a look at SIDE and PIE . A function per opcode and per addressing mode will work and could allow to organize things clearly, but don't forget that it could hit the performance a lot as well, with many thousands of funciton calls per frame (so think about inlining, call table, etc). Read/write h...
by Shiru
Wed Oct 02, 2013 12:08 pm
Forum: NESdev
Topic: Question about audio bit depth
Replies: 12
Views: 3134

Re: Question about audio bit depth

16-bit audio is signed short, not unsigned, so it has range -32767 to 32768 with 0 as 'silence', not 0 to 65536 with 32768 as 'silence'. You square generator should always output either 0 or 1. It does not matter if it has variable duty or not. Then you need current volume of channel, which is 0 (si...
by Shiru
Tue Oct 01, 2013 3:37 pm
Forum: NESdev
Topic: Signed multiplication, division, modulo using lookup table
Replies: 11
Views: 3548

Re: Signed multiplication, division, modulo using lookup tab

One way to work with large decimal numbers quickly is to store them in decimal format, like byte per decimal digit. It could be useful for score display and similar purposes, no need to perform binary to decimal conversion, while adding values isn't that much slower.
by Shiru
Mon Sep 30, 2013 7:49 pm
Forum: Newbie Help Center
Topic: Programming an NSF player
Replies: 8
Views: 3531

Re: Programming an NSF player

Another thing I think is worth to mention is the whole idea of how sound chips works. Generally they simply divide incoming clock frequency, which is pretty high (1.8 MHz in case with APU, as mentioned before) by constant and variable integer values. Resulting output could then go directly to audio ...
by Shiru
Mon Sep 30, 2013 12:32 pm
Forum: Newbie Help Center
Topic: Programming an NSF player
Replies: 8
Views: 3531

Re: Programming an NSF player

Tutorial on writing a NSF player or 2A03 sound hardware emulator for total newbies is something roughy equal to 'bulding a fusion reactor for newbies', i.e. it is a very specific area with very few people in the world ever interested in doing something like that. It is difficult to give recommendati...
by Shiru
Sun Sep 29, 2013 4:18 pm
Forum: NES Graphics
Topic: My art showcase (Character Portraits - April 03)
Replies: 79
Views: 40017

Re: My art showcase (Small update and some new stuff)

Not too good with 8K CHR RAM, though, as there are only two banks, so HUD will either take space from background tileset or sprite tileset. Pretty easy/free to have >8KB of CHR-RAM with a homebrew. In theory yes, just use larger SRAM chip, which is normally 32K these days, with any CHR-ROM mapper. ...
by Shiru
Sun Sep 29, 2013 2:09 pm
Forum: NES Graphics
Topic: My art showcase (Character Portraits - April 03)
Replies: 79
Views: 40017

Re: My art showcase (Small update and some new stuff)

HUD and text boxes always could be done as raster split with CHR bank switch at certain scanlines. Not too good with 8K CHR RAM, though, as there are only two banks, so HUD will either take space from background tileset or sprite tileset.
by Shiru
Tue Sep 24, 2013 6:56 am
Forum: NESdev
Topic: 6502 debugger
Replies: 7
Views: 4269

Re: 6502 debugger

There are so called 'CPU simulators', like a 6502 simulator, that allow to enter and run a snippet of code. However, they are not tied to any particular hardware like NES. So if you want to debug NES-related code, you just have to use a NES emulator.
by Shiru
Tue Sep 24, 2013 6:10 am
Forum: NESdev International
Topic: NESEmDev - Russian
Replies: 52
Views: 92524

Re: NESEmDev - Russian

Любым удобным способом. Ни тесты на железе, ни на эмуляторах видеосигнала, ничего особенного в плане выбора оттенков цвета не дадут, разве что позволят учесть искажения, свойственные PAL/NTSC (в том числе dot crawling). Надо просто рисовать, учитывая, что такой-то цвет условно-красный, такой условно...