Search found 314 matches

by 8bitMicroGuy
Sat Apr 11, 2015 5:52 pm
Forum: General Stuff
Topic: Need to find a microcontroller with these capabilities
Replies: 27
Views: 5359

Re: Need to find a microcontroller with these capabilities

Then how am I supposed to have a NES-like rendering engine that renders the sprites very fast and where the capabilities are bigger(no 8 sprite limit, more attribute colors, bigger pallette, etc.)?
by 8bitMicroGuy
Sat Apr 11, 2015 4:42 pm
Forum: General Stuff
Topic: Need to find a microcontroller with these capabilities
Replies: 27
Views: 5359

Re: Need to find a microcontroller with these capabilities

Something that always bugs me with microcontroller is that you need to chase the beam. If you have a 32Mhz chip, you have to update the pixel every 5 or 6 cycles. Anything with enough RAM and an appropriate DMA unit could have a framebuffer, not unlike "real" graphics cards. But once you ...
by 8bitMicroGuy
Sat Apr 11, 2015 4:39 pm
Forum: NES Graphics
Topic: Need ideas for a Mario-like game
Replies: 23
Views: 9430

Need ideas for a Mario-like game

I'm going to start a simple MMC1 game (not MMC5 because it'd be too complicated). It will have WRAM for only saving the same. The objects and level will be stored as explained in this post: http://forums.nesdev.com/viewtopic.php?f=2&t=12457&start=30#p144766 It will be like Mario, but with di...
by 8bitMicroGuy
Sat Apr 11, 2015 4:15 pm
Forum: NES Graphics
Topic: Sprite re-animation request
Replies: 15
Views: 9515

Re: Sprite re-animation request

I want to know how to make multiple bodyparts without confusing myself which one is which because it's all basically the same 2 colors overlapping each other and outlines just appear where they collide together. And I haven't tried. I didn't have time.
by 8bitMicroGuy
Sat Apr 11, 2015 12:12 pm
Forum: NESdev
Topic: Map data formats
Replies: 42
Views: 13311

Re: Map data formats

What if a Goomba and a Koopa both have their colission codes for colission between each other and I'm at the maximum of the allowed colission checks? Or how about a fireball? Mario fires a fireball and it is overlapping an enemy, but the code of the enemy coliding with Mario gets run before that? I ...
by 8bitMicroGuy
Fri Apr 10, 2015 11:53 am
Forum: NESdev
Topic: Map data formats
Replies: 42
Views: 13311

Re: Map data formats

Is collission detection in one frame for all of these objects possible? How would the gameplay look like if I would skip every one of two frames because of the collissions? I think the best method would be to compare everything with everything and then have a collission table of who collided with wh...
by 8bitMicroGuy
Fri Apr 10, 2015 11:41 am
Forum: General Stuff
Topic: Need to find a microcontroller with these capabilities
Replies: 27
Views: 5359

Re: Need to find a microcontroller with these capabilities

To somewhat answer the question, look at any decent MCU with Cortex-M core (Cortex-M3, Cortex-M4(F)), they can execute from RAM (internal and external), can have all the peripherals you want (USB, SPI, etc) and you can cross-compile for any Cortex-M device with gcc, which basically means "free...
by 8bitMicroGuy
Wed Apr 08, 2015 1:00 pm
Forum: General Stuff
Topic: Need to find a microcontroller with these capabilities
Replies: 27
Views: 5359

Re: Need to find a microcontroller with these capabilities

I'm looking for a microcontroller that can have its own BIOS for loading stuff off of an SD card or USB or its own cartridges into RAM or using some kind of mappers like NES does. What kind of microcontroller would that be? Sorta by definition, microcontrollers usually execute code from ROM; microp...
by 8bitMicroGuy
Wed Apr 08, 2015 12:54 pm
Forum: NESdev
Topic: Map data formats
Replies: 42
Views: 13311

Re: Map data formats

So if I'd be making a quaddirectional Mario game without WRAM, but with ability for large levels with remembering ? blocks, all the unbreakable blocks, terrain and scenery would be in ROM while the ? blocks and enemies would be in RAM. Right?
by 8bitMicroGuy
Wed Apr 08, 2015 12:35 pm
Forum: General Stuff
Topic: Need to find a microcontroller with these capabilities
Replies: 27
Views: 5359

Need to find a microcontroller with these capabilities

I've been looking at the NES documents and I see how everything is so weak, just 3 CPU registers, just 2kB RAM with stack trapped in one page. Mustn't do stuff while PPU is busy rendering the screen... I then thought of some ATMEGA or XMEGA consoles and saw that many people overclocked their MCUs be...
by 8bitMicroGuy
Wed Apr 08, 2015 11:59 am
Forum: NESdev
Topic: Map data formats
Replies: 42
Views: 13311

Re: Map data formats

Can't open because the mapper isn't supported. Which emulator can run this? Whatever the case, you should not be using the majority of the built-in RAM for levels, sacrificing other features, just because you're to lazy to come up with a more suitable compression format. Better go with WRAM in this ...
by 8bitMicroGuy
Fri Apr 03, 2015 2:21 pm
Forum: NESdev
Topic: Map data formats
Replies: 42
Views: 13311

Re: Map data formats

Alright. NES without WRAM, but only its own RAM is 2kB. Surely you'll have player stats and other things in ram so that's 2048-256(stack)-256(zero page for player and enemy data)=1536 bytes So if every page is 16x16 blocks that are 16x16 pixels, that's 256 blocks. If every block is one byte (which m...
by 8bitMicroGuy
Fri Apr 03, 2015 5:15 am
Forum: NESemdev
Topic: Please try my NES emulator HDNes
Replies: 279
Views: 263530

Re: Please try my NES emulator HDNes

I don't have any idea how to add HD support to those games yet. "Those games" presumably include Battletoads . And my game NESCraft. All sprites are loaded on unused tiles on demand from PRG-ROM because there will be more mobs and player sprites than it's possible to fit 1KB banks at the ...
by 8bitMicroGuy
Thu Apr 02, 2015 2:49 pm
Forum: NESemdev
Topic: Please try my NES emulator HDNes
Replies: 279
Views: 263530

Re: Please try my NES emulator HDNes

Awesome! So original and new! I've never seen an emulator like this. It's great! Now, when the cartridge bankswitches, how do you manage to keep track of which sprite goes where? I think you should do the following Name every HD sprite as the hex sequence of the sprite's data and 3 colors from the ...
by 8bitMicroGuy
Thu Apr 02, 2015 11:57 am
Forum: Homebrew Projects
Topic: SMB1 + SMB2J SRAM Plus (FDS hack)
Replies: 171
Views: 147505

Re: SMB1 + SMB2J SRAM Plus (FDS hack)

Nevermind, it worked for me. But for some reason, I don't see the color changes of the levels like on the pictures. I came on both games to 2-1 and still no flying leaves or whatever it is or pallette changes other than of the original SMB. Except for Mario's new pallette and lava in underground.