Theoretically, that should be possible. There are, however, other good things planned and/or currently in the works, which deserve highest priority.Pasky wrote:Would it be possible to add more lines to the game genie codes? (I.e. put in 10 codes instead of 5)
Search found 341 matches
- Sat Mar 09, 2013 11:12 am
- Forum: SNESdev
- Topic: SNES PowerPak
- Replies: 605
- Views: 231993
Re: SNES PowerPak
- Wed Mar 06, 2013 3:02 am
- Forum: SNESdev
- Topic: Has anyone solved the cause of the vertical bar on SNES's
- Replies: 114
- Views: 47919
Re: Has anyone solved the cause of the vertical bar on SNES'
That mysterious bar's been driving me nuts lately, too. :roll: Even more so because I can't for the life of me remember seeing it as a teenager back in the 90s. My assumption is that modern TV sets are much more susceptible to slight (power-related) changes in the A/V signal. (I noticed that the bar...
- Tue Mar 05, 2013 1:38 pm
- Forum: SNESdev
- Topic: Kirby's Dreamland 3 psuedo-transparency
- Replies: 13
- Views: 6281
Re: Kirby's Dreamland 3 psuedo-transparency
Yeah, the way you worked around it is very clever, I'd never thought about it ^^ Me neither. :P When I asked ikari_01 (the Great) about how he'd implemented pseudo-hi-res mode in his sd2snes firmware, he told me: 'twas using scroll registers. He also mentioned it could've been done easier using two...
- Tue Mar 05, 2013 12:52 pm
- Forum: SNESdev
- Topic: Kirby's Dreamland 3 psuedo-transparency
- Replies: 13
- Views: 6281
Re: Kirby's Dreamland 3 psuedo-transparency
Also note that a "screen" of e.g. 32x32 tiles will still be of that same size in Mode 5. You don't suddenly have 64x32 tiles available (as one might imagine), because standard 8x8 tiles will be displayed as 16x8 tiles (with seemingly "empty" tiles in between). This is what I mean...
- Mon Mar 04, 2013 4:21 pm
- Forum: SNESdev
- Topic: SNES PowerPak
- Replies: 605
- Views: 231993
Re: SNES PowerPak
Great to hear it worked for you, too! :) (Not sure either about why it needed a second try though -- sorry.) Here's a v2.01 WIP screenshot. Notice the beautiful SDRAM error message cleanup (and just pray you'll never, ever, see it yourself! :lol: ), and the fact that the whole thing is now logged fo...
- Mon Mar 04, 2013 12:55 pm
- Forum: SNESdev
- Topic: Can someone explain palettes more in-depth to me?
- Replies: 15
- Views: 8203
Re: Can someone explain palettes more in-depth to me?
sometimes the only way to figure out clearly how to do a simple thing, is going into a commercial game and figuring it out. There's another approach: Make changes in an example like walker.asm, recompile it, and see what happens. This helped me a lot in the beginning anyway. :) I might make my own ...
- Mon Mar 04, 2013 12:27 pm
- Forum: SNESdev
- Topic: Can someone explain palettes more in-depth to me?
- Replies: 15
- Views: 8203
Re: Can someone explain palettes more in-depth to me?
Yeah, but that's part of the fun.Rai wrote:Even with all the docs, you still mostly have to figure out everything yourself.
- Mon Mar 04, 2013 11:08 am
- Forum: SNESdev
- Topic: Can someone explain palettes more in-depth to me?
- Replies: 15
- Views: 8203
Re: Can someone explain palettes more in-depth to me?
Well, nocash's in-depth fullsnes documentation gives you an overview of palette indices. Looks like your assumption is right (and I was wrong). 
- Mon Mar 04, 2013 10:23 am
- Forum: SNESdev
- Topic: Can someone explain palettes more in-depth to me?
- Replies: 15
- Views: 8203
Re: Can someone explain palettes more in-depth to me?
Hey, Rai, great, welcome to the coding club! I'm still a newbie too. :) But I just took a look at your code nonetheless. Now, I've gotten the sprite to display, but unless I put the palette at 100 bytes after the DMA address; the palette will be weird. In this case, the palette is at 81A000 and that...
- Fri Feb 22, 2013 1:30 pm
- Forum: SNESdev
- Topic: SNES PowerPak
- Replies: 605
- Views: 231993
Re: SNES PowerPak
Sure will, thanks!Retrogamer wrote:Excellent, thank you sir and keep up the great work!
I won't take the credit for the GameGenie support in my unofficial firmware though -- that one goes to bunnyboy, whose sourcecode my release is based upon.
- Fri Feb 22, 2013 1:00 pm
- Forum: SNESdev
- Topic: SNES PowerPak
- Replies: 605
- Views: 231993
Re: SNES PowerPak
I just tested contra III and pocky and they both accepted the codes fine now. Great to hear that! :D So I flashed the powerpak with that flasher v0.3 and it works fine. However, if I try to update to your beta 1 on your website, I get black screen when I turn the powerpak on. Is there a beta 2 flas...
- Fri Feb 22, 2013 11:46 am
- Forum: SNESdev
- Topic: SNES PowerPak
- Replies: 605
- Views: 231993
Re: SNES PowerPak
Hi, Retrogamer. Does this fix the game genie code problems the original powerpak has? Bunnyboy released an unofficial fix that never really fixed the problem. If the game genie codes work in Contra 3 or Pockey and Rocky then it is fixed, if not it still suffers the same issue :(. Please have a look ...
- Sun Feb 17, 2013 4:05 am
- Forum: SNESdev
- Topic: SNES PowerPak
- Replies: 605
- Views: 231993
Re: SNES PowerPak
Thanks for the input, guys! :) Concerning directory buffering, I've actually considered a database approach similar to e.g. sd2snes before. Problem is, I have very much close to zero experience when it comes to efficient data structure implementation. (And I don't have the FPGA file's sourcecode eit...
- Fri Feb 15, 2013 1:58 pm
- Forum: SNESdev
- Topic: SNES PowerPak
- Replies: 605
- Views: 231993
Re: SNES PowerPak
Hey, thefox, you're welcome. Good luck, let's hope it'll work for you, too! :) I updated my PowerPAK last night. It looks very nice. One thing I noticed though that was slightly annoying was that less files fit into a directory now. I used to have all my games in one folder. But now, I guess since i...
- Wed Feb 06, 2013 3:59 pm
- Forum: SNESdev
- Topic: SNES PowerPak
- Replies: 605
- Views: 231993
Re: SNES PowerPak
Amazing, guys! :shock: Both of you are true SNES PowerPak pioneers. :lol: No kidding, you've proven yourselves exceedingly lion-hearted. So glad to hear that flashing your revH carts worked without any trouble (whew)! :D Thank you ramsis for this great update and i cant wait to see what the final re...