Search found 167 matches

by freem
Thu Oct 01, 2015 8:06 am
Forum: General Stuff
Topic: 80s-90s styled game engine for PC?
Replies: 10
Views: 3251

Re: 80s-90s styled game engine for PC?

When I saw the thread title, I immediately thought of Super Play, though your idea seems to have a different goal.

If you're using a 6502-like instruction set, why not start from the 65C02 as a base? It already implements PHX,PHY,PLX,PLY, and WAI.
by freem
Wed Sep 16, 2015 3:07 pm
Forum: NESdev
Topic: Is it possible to mod family basic to run without a keyboard
Replies: 3
Views: 1366

Re: Is it possible to mod family basic to run without a keyb

Is it possible? yes.

Has it been done before? Not to my knowledge.

Is it probable? not really. Then again, I am attempting to solve a similar problem (just not with Family BASIC)...
by freem
Wed Sep 16, 2015 1:36 pm
Forum: NESdev
Topic: Has anyone managed to disassemble Family Basic V3?
Replies: 10
Views: 2578

Re: Has anyone managed to disassemble Family Basic V3?

Yes, that would be fine.
by freem
Wed Sep 16, 2015 1:08 pm
Forum: NESdev
Topic: Has anyone managed to disassemble Family Basic V3?
Replies: 10
Views: 2578

Re: Has anyone managed to disassemble Family Basic V3?

I'm fine with that, as long as it's not being sold.
by freem
Sun Sep 13, 2015 11:51 pm
Forum: NESdev
Topic: Recreating NES limits; loading tiles
Replies: 45
Views: 14043

Re: Recreating NES limits; loading tiles

when I looked at Zelda II, I could only see graphics for an empty bar-segment and a full bar-segment. Yet in the game you can have any value fill the health bar, even just one pixel more or less, as far as I can tell. How do they manage that? It looks like sprites are used as well (tiles $6F and $7...
by freem
Sun Sep 13, 2015 2:17 pm
Forum: NESdev
Topic: Has anyone managed to disassemble Family Basic V3?
Replies: 10
Views: 2578

Re: Has anyone managed to disassemble Family Basic V3?

I've also been working on reverse engineering Family BASIC v3, though I still haven't finished it. Requires asm6f because of .ignorenl and .endinl directives; requires GNU Make because I switch between Windows and Linux computers too much. (Original file "Family BASIC v3.nes" not included;...
by freem
Fri Sep 11, 2015 7:12 pm
Forum: NES Graphics
Topic: Vector Graphics?
Replies: 15
Views: 10933

Re: Vector Graphics?

The Neo Geo CD has VRAM And a lot of it I'd imagine... You get 7 megabytes ; 2MB for the program, 4MB for sprites (a far cry from the maximum 128MB for sprites on ROM), and 1MB for PCM data. no existing Neo Geo cartridge release uses a circuit like that which I described. Do you know if any Neo Geo...
by freem
Wed Aug 26, 2015 9:39 pm
Forum: NESdev
Topic: Which randomizer to use?
Replies: 32
Views: 11930

Re: Which randomizer to use?

If "official" is shorthand for "made by Nintendo", the only Nintendo-provided RNG I can think of is in the Famicom Disk System BIOS (Referred to as "Random" in the wiki).
by freem
Wed Aug 26, 2015 3:42 pm
Forum: NESdev
Topic: How do I set up PyNES
Replies: 9
Views: 3537

Re: How do I set up PyNES

What exactly is this ? A way to use the programming language Python to program NES games. Is it like a compiler that shows you the code that you've been writing in whatever and what it did to turn it into assembly? as far as I can tell, it converts Python code to 6502 assembler, but I haven't reall...
by freem
Tue Aug 25, 2015 10:37 pm
Forum: Homebrew Projects
Topic: Want to make a Geocaching puzzle ROM, need help with source.
Replies: 19
Views: 10196

Re: Want to make a Geocaching puzzle ROM, need help with sou

Yeah. I read the programers document and it seems like levels can just be drawn with his application and saved as a "name table". That's easy enough to do if i'm understanding it right. I just need to find a computer that runs windows. :P NES Screen Tool works pretty good in WINE, at leas...
by freem
Tue Aug 25, 2015 6:57 pm
Forum: NESdev
Topic: Which randomizer to use?
Replies: 32
Views: 11930

Re: Which randomizer to use?

Examples of other random number generators can be found on codebase64 (personally, I use White Flame's 8 and 16-bit routines)
by freem
Tue Aug 04, 2015 8:35 am
Forum: NES Graphics
Topic: Attemping to create Irem-esque artwork. Does it look good?
Replies: 17
Views: 9457

Re: Attemping to create Irem-esque artwork. Does it look goo

Espozo wrote:Dang it, does anyone have any ideas on how to make artwork faster?
Try blocking out the other parts in solid colors and save the shading for later; it'll especially help once you decide to animate these.
by freem
Sat Aug 01, 2015 6:48 pm
Forum: General Stuff
Topic: PC Engine dev - Memory Base 128?
Replies: 4
Views: 2434

Re: PC Engine dev - Memory Base 128?

the only docs for the MB128 that I've seen are the ones by MooZ in this thread on the PCEdev forums.
by freem
Mon Jul 27, 2015 4:05 pm
Forum: NES Graphics
Topic: [REQUEST] ASCII-ordered (ish) CHR version of Elnark Short
Replies: 4
Views: 4250

Re: [REQUEST] ASCII-ordered (ish) CHR version of Elnark Shor

I've converted tepples' PNG to CHR data (a single 4K page), as well as took my own stab at it. The mapping for my version: il digraph: < ($3C) ll digraph: = ($3D) cursor: > ($3E), as in the original table ©: @ ($40) ←: [ ($5B) li digraph: ($5C) →: ] ($5D) …: _ ($5F) “: ` ($60) ↑: { ($7B) l' digraph:...
by freem
Thu Jul 23, 2015 12:50 am
Forum: NESdev
Topic: PPU synchronization from NMI
Replies: 18
Views: 29989

Re: PPU synchronization from NMI

this link appears to still work: http://slack.net/~ant/old/nes-code/nmi_sync.zip

I've attached it to this post so it won't get lost in the future.