Search found 314 matches
- Thu Apr 02, 2015 9:23 am
- Forum: Homebrew Projects
- Topic: SMB1 + SMB2J SRAM Plus (FDS hack)
- Replies: 171
- Views: 147505
Re: SMB1 + SMB2J SRAM Plus (FDS hack)
The checksum utility doesn't support CRC16 anymore! What now?
- Thu Apr 02, 2015 8:55 am
- Forum: Newbie Help Center
- Topic: Stack opcodes are unclear
- Replies: 12
- Views: 3795
Re: Stack opcodes are unclear
TLDR EXCEPTION ERROR:
Hold on, when you pull the status register, does it go to CPU register A or from stack into the status register?
Same for pushing. Do you push from CPU register A to status register or from status register to stack?
Hold on, when you pull the status register, does it go to CPU register A or from stack into the status register?
Same for pushing. Do you push from CPU register A to status register or from status register to stack?
- Thu Apr 02, 2015 8:51 am
- Forum: Newbie Help Center
- Topic: Mid-Frame Palette Swaps
- Replies: 15
- Views: 6594
Re: Mid-Frame Palette Swaps
I was just wishing to do this to my game. The NESCraft would be split screen and when dawn would come after the night, the pallette on scanlines will change to show the sunlight effect. bit $2007 ; Skip one of the extra backdrop colors, putting pointer at a color ; The last cycle of this instruction...
- Wed Apr 01, 2015 2:06 pm
- Forum: NES Graphics
- Topic: Sprite re-animation request
- Replies: 15
- Views: 9515
Re: Sprite re-animation request
So people who couldn't open Dropbox, I updated the main post with the picture. What do you think?
- Sun Mar 29, 2015 6:11 am
- Forum: NESdev
- Topic: Map data formats
- Replies: 42
- Views: 13311
Re: Map data formats
All block metadata is in a block metadata table. There you have collission type as in slope type, is the airspace of the block air or water, is the whole block a ladder, is the object special (pipe, flagpole, etc), can you hit it from the bottom and get something out of it, etc. This is how I'd make...
- Sat Mar 21, 2015 9:47 am
- Forum: NES Graphics
- Topic: Sprite re-animation request
- Replies: 15
- Views: 9515
Re: Sprite re-animation request
Alright I edited the main post so now you can download directly. I forgot that this forum has the upload function.
- Sat Mar 21, 2015 4:58 am
- Forum: NES Graphics
- Topic: YY-CHR glibberish text
- Replies: 4
- Views: 5026
Re: YY-CHR glibberish text
Wow! It worked! Thanksevgeny wrote:Need "yychr.ENU" rename to "yychr.HRV" .
- Fri Mar 20, 2015 3:24 pm
- Forum: Newbie Help Center
- Topic: Is it possible to develop a mapper by using an ATMEGA?
- Replies: 9
- Views: 2876
Re: Is it possible to develop a mapper by using an ATMEGA?
I was thinking of making my own mapper which would be able to bankswitch tile by tile. The CHR-ROM banks will be all 512B in size. How can the banks be 512 bytes if you want to switch tile by tile? Shouldn't each bank be 16 bytes? Each one can point to a CHR-ROM bank internal or external What do yo...
- Fri Mar 20, 2015 3:19 pm
- Forum: NES Graphics
- Topic: YY-CHR glibberish text
- Replies: 4
- Views: 5026
YY-CHR glibberish text
I have English files of YY-CHR, but whenever I launch it, I get glibberish text and I don't know how to change it. My computer's language is Croatian, but regardless of there not being Croatian files, YY-CHR is still glibberish. Can you help me?
- Fri Mar 20, 2015 3:16 pm
- Forum: NES Graphics
- Topic: Sprite re-animation request
- Replies: 15
- Views: 9515
Re: Sprite re-animation request
https://www.dropbox.com/s/ymyivgljoi2mwof/Otter.png
I don't like using those services because they have the right to reuse my work and I don't like that.
I don't like using those services because they have the right to reuse my work and I don't like that.
- Fri Mar 20, 2015 1:16 pm
- Forum: Newbie Help Center
- Topic: Is it possible to develop a mapper by using an ATMEGA?
- Replies: 9
- Views: 2876
Is it possible to develop a mapper by using an ATMEGA?
I was thinking of making my own mapper which would be able to bankswitch tile by tile. The microcontroller I want to use is ATMEGA1284P. It works from 2.6 to 5.5V. It has 40 pins. It has 16kB RAM, 4kB EEPROM, 128Kb Flash and 8MHz at 5V. This is the address space of the mapper: 0x5000-0x5FFF = Mapper...
- Tue Mar 17, 2015 8:33 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 p...
- Tue Mar 17, 2015 8:14 pm
- Forum: Newbie Help Center
- Topic: If MMC5 can't save the game, what mapper alike it can?
- Replies: 17
- Views: 4703
Re: If MMC5 can't save the game, what mapper alike it can?
Sorry that I came off as lazy. I'm currently busy with school, but I'm procrastinating and wishing to make a project XD I have a final school project with a microcontroller and a compiler that's too stupid to see difference between program memory and data memory and has internal errors (thanks to be...
- Tue Mar 17, 2015 7:30 pm
- Forum: Newbie Help Center
- Topic: Introducing myself. Starting off with mapper selection.
- Replies: 35
- Views: 8405
Re: Introducing myself. Starting off with mapper selection.
Alright. What do I need for the audio? And is it possible to run my game while it's using audio on a hardware that doesn't have it? I mean, I want to make in the Options menu that the user can choose whether they want to use the extra channels for sound effects in order to not interrupt the music or...
- Tue Mar 17, 2015 6:12 am
- Forum: NES Hardware and Flash Equipment
- Topic: Cheapest way to buy an NES console
- Replies: 28
- Views: 7565
Re: Cheapest way to buy an NES console
Why would you want to suddenly send me $100? Because that's my way of helping indie developers, other than giving advice with code/etc.. I did this with 93143 (sent him money to get an EverDrive or SD2SNES, I forget which). He's working on a port of a game to the SNES which is incredibly timing-sen...