Search found 167 matches

by freem
Sun Jul 19, 2015 11:30 am
Forum: General Stuff
Topic: Does an SNES controller with SF2 button layout exist?
Replies: 23
Views: 7377

Re: Does an SNES controller with SF2 button layout exist?

I know of a few SNES controllers with a six button layout; the Hori Fighting Commander looks like a regular SNES controller but has a six button layout: http://i.ebayimg.com/00/s/NDgwWDY0MA==/z/IPUAAOSwRLZT2zTs/$_1.JPG Capcom released some weird looking controller with SF2 in Japan: https://www.esta...
by freem
Tue Jun 02, 2015 8:09 pm
Forum: phpBB Issues
Topic: Not receiving email notifications
Replies: 12
Views: 20693

Re: Not receiving email notifications

posting by request per above post
by freem
Tue Feb 03, 2015 9:24 pm
Forum: General Stuff
Topic: Extracting tiles from Neo Geo games
Replies: 2
Views: 2165

Re: Extracting tiles from Neo Geo games

NGGTool can convert split c1/c2 (or c3/c4, etc.) files to SNES format. decode16 is what you're looking for. Some later games may require decrypting the C ROMs first. (edit: This works for the sprites, anyways. decode8 (used for the fix tiles) has palette problems for some reason, so I ended up writ...
by freem
Mon Dec 01, 2014 1:23 pm
Forum: Newbie Help Center
Topic: Graphics - Tools
Replies: 21
Views: 6905

Re: Graphics - Tools

YY-CHR prefers images use 256-color palettes, even if you're only using 16 colors in the image.

There's also the option of copying the data from the clipboard to YY-CHR's 8bpp Bitmap tab (if you're using YY-CHR.NET, anyways), but you'll still need to have the image use a 256 color palette.
by freem
Mon Nov 03, 2014 5:11 pm
Forum: Newbie Help Center
Topic: Backround Palette Restrictions (16x16 pixel area)
Replies: 8
Views: 3034

Re: Backround Palette Restrictions (16x16 pixel area)

I don't understand how you differentiate the 16x16 pixel areas. Do you start in the top left corner and move left to right, top to bottom throughout your entire background? Thanks in advance for clarification, especially visual clarification! That sounds about right... this came up on ROMHacking.ne...
by freem
Fri Oct 31, 2014 3:31 pm
Forum: Newbie Help Center
Topic: NESASM forces absolute addressing in zero page
Replies: 27
Views: 24880

Re: NESASM forces absolute addressing in zero page

My preferences are unprefixed $00ff (which might not be simple/easy to handle; it's been a bit since I've looked at the code) or an a:$00ff prefix like ca65 supports. The former would be my preferred solution in a perfect world, and the latter would be my preferred solution in the real world :)
by freem
Fri Oct 31, 2014 1:13 pm
Forum: Newbie Help Center
Topic: NESASM forces absolute addressing in zero page
Replies: 27
Views: 24880

Re: NESASM forces absolute addressing in zero page

tokumaru wrote:
freem wrote:asm6 (simpler)
ASM6 on the other hand never uses absolute addressing for $0000-$00FF.
good to know, I thought it would do that if you just put $00xx. (guess that's something I should look into for my fork)
by freem
Fri Oct 31, 2014 11:15 am
Forum: Newbie Help Center
Topic: NESASM forces absolute addressing in zero page
Replies: 27
Views: 24880

Re: NESASM forces absolute addressing in zero page

NESASM requires < before a zero page variable due to the fact that it's derived from a PC Engine/TurboGrafx 16 assembler (on that system, Zero Page is in the $2000 area).

My suggestions for alternative assemblers include asm6 (simpler) and ca65 (more complex).
by freem
Wed Oct 22, 2014 11:32 am
Forum: 2014 NESdev Competition
Topic: Results and Downloads posted [2014 Compo] / Double Action 53
Replies: 154
Views: 137877

Re: Results and Downloads posted [2014 Compo]

Front page saves the day:
NESdev.com wrote:Solar Wars A freeware Scorched Earth type of game. Code, graphics, and design by Chris Covell, music by Memblers, and sound code by Bananmos. Here is the source code.
by freem
Thu Oct 02, 2014 6:00 pm
Forum: General Stuff
Topic: Reproduction carts board/forum/section
Replies: 78
Views: 173448

Re: Reproduction carts board/forum/section

You might need to do a hard refresh if you've loaded the repro forum beforehand; I had to do that in order for the new style to show up.
by freem
Tue Aug 12, 2014 9:36 pm
Forum: NESdev
Topic: FDS Internal Checksum Question
Replies: 50
Views: 22922

Re: FDS Internal Checksum Question

I found a version 0.4 of the first linked document (updated in what looks to be 2011) here. Doing a quick diff between the two files, it seems there's a lot more info in 0.4.
by freem
Sat Jul 26, 2014 3:30 pm
Forum: NES Music
Topic: Preview of my modded VegaPlay
Replies: 72
Views: 25276

Re: Preview of my modded VegaPlay

The nescom part of site seems to be work for me... The git server looks like it's down, though.
by freem
Sat Jul 12, 2014 3:53 pm
Forum: Homebrew Projects
Topic: Flappy Bird port
Replies: 23
Views: 50808

Re: Flappy Bird port

The first press to start the game should also launch the bird into the air; having to double tap a button to properly start feels weird. The falling speed also feels too fast, but that could just be me. Overall though, this is a pretty good port.
by freem
Tue Jul 01, 2014 5:41 pm
Forum: Other Retro Dev
Topic: CPS 1 & 2
Replies: 2
Views: 5102

Re: CPS 1 & 2

Charles MacDonald's CPS2 hardware notes: http://cgfm2.emuviews.com/txt/cps2tech.txt

There's also the source code for Frog Feast on CPS1, if you prefer to look through code. I also recall a "Chaos demo" for CPS1 with source.
by freem
Mon Jun 02, 2014 8:34 pm
Forum: NESdev
Topic: Translating Tsuppari Oozumou (J) for REAL this time...
Replies: 3
Views: 1770

Re: Paging Toma of the spoony bard... Paging Toma of the spo

There's also http://www.spoonybard.com/contact, in case Toma doesn't have an account here/doesn't see this message for some reason.