Search found 332 matches
- Wed Sep 03, 2014 7:44 pm
- Forum: NESdev
- Topic: The NES vs. its contemporary competition
- Replies: 149
- Views: 41302
Re: The NES vs. its contemporary competition
@Shonumi: I know the Game Boy port of Joe and Mac has a dinosaur voice sample play before you fight the boss. Hey, thanks for the heads up. Looked at a YouTube playthrough and I immediately saw what you were talking about. Impressive that you could still move around while the sample plays. There is...
- Wed Sep 03, 2014 6:55 pm
- Forum: NESdev
- Topic: The NES vs. its contemporary competition
- Replies: 149
- Views: 41302
Re: The NES vs. its contemporary competition
The GBC was much more amicable than the DMG to processing voice samples in Sound 3 (its wavetable) thanks to its double-speed mode (takes 1/2 the time to generate and update wavetable entries). Perfect Dark and Army Men II make great examples of it. Just about every sound effect in PD seems to use i...
- Sun Aug 31, 2014 7:45 am
- Forum: NES Graphics
- Topic: Mockups of games from other platforms
- Replies: 199
- Views: 70602
Re: Mockups of games from other platforms
Given the difficulties with Shantae mentioned earlier, I think it is great even for a quickly done starting point. Though it needs more work on the "look", it definitely captures the "feel" quite accurately. I'm not an artist, that's just my gaming gut talking. Great stuff all th...
- Fri Aug 29, 2014 6:05 pm
- Forum: GBDev
- Topic: Pokemon Crystal v1.1 with Celebi Event
- Replies: 3
- Views: 8735
Re: Pokemon Crystal v1.1 with Celebi Event
Do you know if the patch significantly alters how the game writes its save file? I would love to try this, but I'm just outside of Goldenrod City; I started playing Crystal fresh recently and would not particularly like to restart. At any rate, great job! Where do you find all the time to translate ...
- Fri Aug 29, 2014 8:52 am
- Forum: NES Graphics
- Topic: Mockups of games from other platforms
- Replies: 199
- Views: 70602
Re: Mockups of games from other platforms
The boot rom definitely sets things up, but not all of VRAM is touched iirc. By empty, I did not mean 0x00 specifically, just that the values are meaningless. I was under the impression that VRAM was either filled with garbage data, a constant value like 0xFF but interpreted as 0 anyway, or a combin...
- Fri Aug 29, 2014 6:19 am
- Forum: NES Graphics
- Topic: Mockups of games from other platforms
- Replies: 199
- Views: 70602
Re: Mockups of games from other platforms
I assume you meant "unlike the NES"? (the original GB only had a single palette for all the background, period) No, I meant what I said. The GBC BG tiles could have their palettes set on a per-tile basis, hence GBC BG tiles are unlike DMG BG tiles, which had a system-wide palette. The GBC...
- Thu Aug 28, 2014 7:43 am
- Forum: NES Graphics
- Topic: Mockups of games from other platforms
- Replies: 199
- Views: 70602
Re: Mockups of games from other platforms
I think the GBC could do 50 or so colors at a given time? As for palettes, if I recall correctly the GBC has more palettes than the NES does, so that's a downside too. I don't recall any palette raster effects (i.e. all palette tricks would be screen-wide), but it does rewrite tiles on the fly (e.g...
- Wed Aug 27, 2014 4:10 pm
- Forum: NESemdev
- Topic: Please try my NES emulator HDNes
- Replies: 279
- Views: 263530
Re: Please try my NES emulator HDNes
@mkwong98 - I think Boost would handle file Input/Output nicely and it has an API for handling directories in a cross-platform manner. Additionally, most cross-platform GUI APIs will do the same. I am sure WXwidgets is one of them, from what I have seen. I use SDL for my graphical output. This means...
- Wed Aug 27, 2014 12:00 am
- Forum: NESemdev
- Topic: Please try my NES emulator HDNes
- Replies: 279
- Views: 263530
Re: Please try my NES emulator HDNes
@GGuy - Oh, so that was you :D Actually what you suggested just now is very similar to the WIP idea I have. Essentially I guess you would call it a "Virtual Tile Map" ("Virtual Nametable" in NES-speak?) in that the emulator reads the Map data as usual, but the user can forcibly o...
- Tue Aug 26, 2014 9:42 pm
- Forum: NESemdev
- Topic: Please try my NES emulator HDNes
- Replies: 279
- Views: 263530
Re: Please try my NES emulator HDNes
@tepples - This is the conclusion I have come to, and it pretty much forms the basis for my general theory on being able to replace 2D graphics for any tile-based console or handheld. Adequate hashing (in theory anyway) should provide every single tile for a system. So long as you can generate a uni...
- Tue Aug 26, 2014 6:33 pm
- Forum: NESemdev
- Topic: Please try my NES emulator HDNes
- Replies: 279
- Views: 263530
Re: Please try my NES emulator HDNes
Hey, I am the author of GB Enhanced, a Game Boy emulator that has the same ability as HDNES more or less (just without a GUI at the moment...) I have been watching your work and just wanted to stop and say hello. I am really excited to see the source code online on GitHub. I would like to see your a...
- Sun Aug 10, 2014 10:19 am
- Forum: GBDev
- Topic: Question about Channel 3 Waveform
- Replies: 2
- Views: 3121
Re: Question about Channel 3 Waveform
One thing to verify is that you have the playback/output frequency of Sound 3 correctly calculated. At least for me, I misread the documentation and had the frequency playing twice as fast. Sound 3's Frequency Timer actually runs at half the rate of Sound 1 and Sound 2's, so naturally the playback/o...
- Thu Feb 13, 2014 7:33 pm
- Forum: GBDev
- Topic: ems-flasher for linux: multirom support
- Replies: 1
- Views: 2936
Re: ems-flasher for linux: multirom support
This will be very useful to me at least. I recently got mine last November, and while I could deal with uploading one ROM at a time, multirom support is fantastic to have.
Great work, I'll have a look at it this weekend.
Great work, I'll have a look at it this weekend.
- Thu Feb 13, 2014 7:30 pm
- Forum: GBDev
- Topic: Sound 4 (Noise): Highest frequencies?
- Replies: 17
- Views: 12049
Re: Sound 4 (Noise): Highest frequencies?
According to pandocs , FF22 - NR43 - Channel 4 Polynomial Counter (R/W) [...] Bit 7-4 - Shift Clock Frequency (s) Bit 3 - Counter Step/Width (0=15 bits, 1=7 bits) Bit 2-0 - Dividing Ratio of Frequencies (r) Frequency = 524288 Hz / r / 2^(s+1) ;For r=0 assume r=0.5 instead This one equation should a...
- Wed Feb 12, 2014 11:15 pm
- Forum: GBDev
- Topic: Sound 4 (Noise): Highest frequencies?
- Replies: 17
- Views: 12049
Re: Sound 4 (Noise): Highest frequencies?
Thanks for all of the replies everyone, I really appreciate your advice and taking the time to help me. I'm still very confused about how the Game Boy Sound 4 actually determines the noise channel output frequency and the frequency at which it runs the LSFR as a Psuedo-Random Number Generator. I'm a...