Search found 167 matches
- 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...
- 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
- 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...
- 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.
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.
- 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...
- 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 
- 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
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)tokumaru wrote:ASM6 on the other hand never uses absolute addressing for $0000-$00FF.freem wrote:asm6 (simpler)
- 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).
My suggestions for alternative assemblers include asm6 (simpler) and ca65 (more complex).
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
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.
- 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.