Search found 314 matches
- 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.)?
- 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 ...
- 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...
- 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.
- 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 ...
- 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...
- 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...
- 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...
- 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?
- 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...
- 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 ...
- 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...
- 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 ...
- 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 ...
- 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.