Search found 332 matches
- Tue Jul 04, 2017 8:23 am
- Forum: GBDev
- Topic: Barcode Boy not working?
- Replies: 5
- Views: 3373
Re: Barcode Boy not working?
Alright, so I thoroughly studied the Barcode Boy. Got the barcode format figured out and how it transmits data to the Game Boy. For anyone curious, here's the technical documentation I wrote up about it -> https://gist.github.com/shonumi/291f16c ... 5306b71c89
- Fri Jun 30, 2017 8:03 pm
- Forum: GBDev
- Topic: Barcode Boy not working?
- Replies: 5
- Views: 3373
Re: Barcode Boy not working?
They changed the link cable format pretty much every model, iirc, actually. Yeah, I remember being annoyed at that a lot when I was a kid. From DMG to MGB/GBC to AGB/AGS, all the way to OXY. It was always a pain trying to figure out which cables you needed for whichever friends came over to play :D...
- Fri Jun 30, 2017 6:26 pm
- Forum: GBDev
- Topic: Barcode Boy not working?
- Replies: 5
- Views: 3373
Re: Barcode Boy not working?
No replies, eh? No worries, I got everything working anyway :mrgreen: Apparently, the Barcode Boy WILL NOT WORK with other Game Boys via the Universal Link Cable. Only a 1st generation Game Boy (DMG) seems to work. I just got mine in the mail, and thankfully both Battle Space and Monster Maker recog...
- Sun Jun 25, 2017 9:03 am
- Forum: General Stuff
- Topic: the Mandela effect
- Replies: 12
- Views: 4089
Re: the Mandela effect
Speaking on Sonic The Hedgehog, in the early 90s my cousins brought over their own Sega console (pretty sure it was a Genesis and maybe the Sega CD?) to our apartment and they played all night long. I'm not sure what it was, but for whatever reason, I remembered Sonic and Metal Sonic both jumping ou...
- Sat Jun 24, 2017 2:29 pm
- Forum: GBDev
- Topic: Barcode Boy not working?
- Replies: 5
- Views: 3373
Barcode Boy not working?
So, I recently acquired a Barcode Boy, a couple of games (Battle Space and Monster Maker) and a couple of cards that go with each game. My goal is to document and preserve this thing (via emulation) before it's forgotten by history. I have the hardware, but apparently I'm heading into a bit of troub...
- Fri Apr 21, 2017 4:12 am
- Forum: SNESdev
- Topic: We've been called out
- Replies: 212
- Views: 55924
Re: We've been called out
Take that out, and ... I still don't know why you'd be comparing land mass for a TV standard. Population density is what matters for a popularity contest. Pragmatism is what matters for compatibility. PAL may or may not win on the former, but NTSC wins on the latter. USA 318.9 Canada 35.16 = 354.06...
- Thu Apr 20, 2017 6:44 pm
- Forum: SNESdev
- Topic: We've been called out
- Replies: 212
- Views: 55924
Re: We've been called out
Apparently Mask of Destiny, the author of BlastEm is working on getting it running. This is what was said to me earlier today.
Anyway, really impressed with this new demo. I loved the original Overdrive. Demos like this always feel like a trip.
Anyway, really impressed with this new demo. I loved the original Overdrive. Demos like this always feel like a trip.
- Wed Apr 19, 2017 6:27 am
- Forum: GBDev
- Topic: anyone working on a gba fpga clone?
- Replies: 17
- Views: 9538
Re: anyone working on a gba fpga clone?
In my opinion, a lot of games probably would have used higher-quality audio if GBA game storage had been bigger and cheaper back in the early 2000s. That is to say, it's not necessarily CPU-time constraints that are an issue, just available ROM space. I believe tepples pointed out some GBA games tha...
- Sat Apr 15, 2017 2:37 pm
- Forum: General Stuff
- Topic: Complaints about Paper Mario Wii
- Replies: 15
- Views: 4949
Re: Complaints about Paper Mario Wii
It's been ages since I played this game. Bought once it came out, but I only got through a couple of worlds/levels/chapters or whatever. My main complaint was that it really didn't feel like an RPG. It was a platformer that gave you HP and called it a day. Don't get me wrong, I do love me some good ...
- Sat Mar 04, 2017 8:44 pm
- Forum: GBDev
- Topic: DMG / CGB Gameboy sound on Nintendo DS - how it works ?
- Replies: 16
- Views: 9628
Re: DMG / CGB Gameboy sound on Nintendo DS - how it works ?
If that's the case, NDS in GBA mode should sound exactly like a real GBA (actually better if you account for stereo support without the need for headphones). Outside of GBA mode, using the native PSG channels of the NDS, you could reproduce sounds that mimic the old Game Boy PSG channels. I don't th...
- Sat Mar 04, 2017 12:07 pm
- Forum: GBDev
- Topic: DMG / CGB Gameboy sound on Nintendo DS - how it works ?
- Replies: 16
- Views: 9628
Re: DMG / CGB Gameboy sound on Nintendo DS - how it works ?
This is not few games and the DS handles pretty well these channels. But how ? Hasn't this been answered already? As far as we know, when the NDS switches to GBA mode, it just uses the GBA sound chip. The NDS has a lot of hardware bits inside it for handling GBA compatibility. I know that the 8080 ...
- Tue Dec 20, 2016 10:11 pm
- Forum: SNESdev
- Topic: Commented routines for Mega Man X's dash/dash-end states?
- Replies: 7
- Views: 2877
Re: Commented routines for Mega Man X's dash/dash-end states
Whoops! My bad. That's the page for the RAM not the ROM map. Heh heh... :lol: Honest mistake right there, I tell ya. Boy, do I know how to be useless in a discussion outside my domain... Anyway, some sleuthing reveals this: https://www.smwcentral.net/?p=viewthread&t=14229 It's mostly graphics st...
- Tue Dec 20, 2016 6:32 pm
- Forum: SNESdev
- Topic: Commented routines for Mega Man X's dash/dash-end states?
- Replies: 7
- Views: 2877
Re: Commented routines for Mega Man X's dash/dash-end states
Archive.org to the rescue! https://web-beta.archive.org/web/20121205005525/http://datacrystal.romhacking.net:80/wiki/Mega_Man_X:RAM_map In case the site's too busy for you: 7E:0500 - 7E:052F? Table of 5-byte entries for DMA transfer of X's graphics from ROM to VRAM. 7E:0BAA X's current state (6 = ri...
- Thu Nov 24, 2016 1:01 am
- Forum: SNESdev
- Topic: Introducing the VeriSNES (FPGA-based SNES)
- Replies: 307
- Views: 204037
Re: Introducing the VeriSNES (FPGA-based SNES)
MDMA -> Memory DMA -> Memory Direct Memory Access? Seems, err, redundant? I know next to nothing about the SNES, but I like jwdonal's thinking. "Main" DMA just clicks since it would be the "primary" DMA. At least Nintendo got their act together on the GBC and labeled stuff HDMA a...
- Sun Sep 25, 2016 7:07 pm
- Forum: SNESdev
- Topic: Final Fantasy VI SPC playback missing an instrument
- Replies: 33
- Views: 11041
Re: Final Fantasy VI SPC playback missing an instrument
If there is sound missing from emulated output, I think this would be of great importance to byuu, the author of higan. Emulation accuracy is serious business after all. Maybe get his attention to see why this sound isn't emulated, assuming it's played on real hardware. There might be something inte...