Search found 93 matches

by Guilty
Mon Apr 25, 2016 10:32 pm
Forum: Newbie Help Center
Topic: Emulator Differences?
Replies: 18
Views: 5625

Re: Emulator Differences?

As a physical game collector I never imagined that I'd have four different emulators downloaded onto my computer, much less that they'd all be for the same system. XD I'll test on multiple emulators for now, then, and once I've gotten the scanline effects looking good on Nintendulator I'll get my ha...
by Guilty
Mon Apr 25, 2016 10:00 pm
Forum: Newbie Help Center
Topic: Emulator Differences?
Replies: 18
Views: 5625

Re: Emulator Differences?

Normally you wouldn't detect it, but wait for it by counting cycles, from the point where the effect starts. Each NTSC scanlines is 341/3 CPU cycles long, and each PAL scanlines is 341/3.2 CPU cycles. You'd constantly be wasting time until it added to that much, and then you'd know that another hbl...
by Guilty
Mon Apr 25, 2016 9:28 pm
Forum: Newbie Help Center
Topic: Emulator Differences?
Replies: 18
Views: 5625

Re: Emulator Differences?

Somehow I misinformed myself about Crystalis. I wonder what that scanline glitch above its status bar is then, probably just a scroll change.... Ah well. You guys can feel free to tell me to shut up whenever and wherever I'm flat out wrong, by the way, because I'm gonna say a lot of incorrect stuff ...
by Guilty
Mon Apr 25, 2016 9:05 pm
Forum: Newbie Help Center
Topic: Emulator Differences?
Replies: 18
Views: 5625

Re: Emulator Differences?

I see that I'm stepping into a real challenge with this itty bitty NROM experiment. I was hoping to get the text at the top of my screen to be written in the respective colors of the two players, color coded. But that means I'd either need to make my sprite palettes and background palettes match or ...
by Guilty
Mon Apr 25, 2016 8:27 pm
Forum: Newbie Help Center
Topic: Emulator Differences?
Replies: 18
Views: 5625

Re: Emulator Differences?

I should post giant source code dumps on here more often. Those were two things I would not have caught. It's interesting to me that I got away with the OAMADDR and OAMDMA thing for so long without noticing. And I need to play around with bit and the status registers because I still have a really ne...
by Guilty
Mon Apr 25, 2016 7:52 pm
Forum: Newbie Help Center
Topic: Emulator Differences?
Replies: 18
Views: 5625

Emulator Differences?

As far as I can see, the general consensus is that Nestopia is a good standard for correctness in emulators. I'm doing most of my homebrew testing on FCEUX, though, because it's got the debugger and such. But... my sprite zero split seems to only be working correctly on FCEUX. I'm trying to pull a C...
by Guilty
Mon Apr 25, 2016 12:12 pm
Forum: General Stuff
Topic: $0D, "blacker than black"
Replies: 7
Views: 3661

Re: $0D, "blacker than black"

That $0D black line sync pulse idea is so interesting. I wish I had a 480p TV that I could volunteer to test this with. As I recall, all that's stopping you is a lack of testing equipment, right mikejmoffitt?
by Guilty
Mon Apr 25, 2016 9:51 am
Forum: General Stuff
Topic: Multi-out AV to component video. (NESRGB)
Replies: 2
Views: 2592

Re: Multi-out AV to component video. (NESRGB)

Er, if I understand what you're asking... You're looking for a multi-out AV to component video cable that might plug from a Super Nintendo to a HD TV? Component being YPbPr? If you're trying to get one of these to work on a NES then you're looking at a very in-depth project for two reasons: 1) As fa...
by Guilty
Mon Apr 25, 2016 9:41 am
Forum: SNESdev
Topic: Dealing with Variables in Ram That Are Only Used in One Area
Replies: 13
Views: 5083

Re: Dealing with Variables in Ram That Are Only Used in One

Coming to 6502 straight from GameMaker, I'm used to dealing with scripts and arguments, so I reserved the first six of my ram as arg0-arg5, and at the beginning of each routine that uses those bytes I leave a comment line denoting the way each argument is used and whether the routine clobbers them. ...
by Guilty
Sun Apr 24, 2016 1:52 pm
Forum: Newbie Help Center
Topic: NSF Supporting Sound Engine?
Replies: 5
Views: 2424

Re: NSF Supporting Sound Engine?

...for now, I'll hang on to Famitone2. It seems to be the easiest to incorporate... Right now I'm too excited about getting into collision stuff to really bother with sound. I do have a passing interest in forking (or at least modifying) the source for Famitone2 to try and get sweeps and the other u...
by Guilty
Sat Apr 23, 2016 7:41 pm
Forum: Newbie Help Center
Topic: NSF Supporting Sound Engine?
Replies: 5
Views: 2424

Re: NSF Supporting Sound Engine?

Ah, perfect. I just knew this had already been done, I just didn't have the google-fu for it. Sorry for the stupid question, thank you for the fast answer.
by Guilty
Sat Apr 23, 2016 7:29 pm
Forum: Newbie Help Center
Topic: NSF Supporting Sound Engine?
Replies: 5
Views: 2424

NSF Supporting Sound Engine?

I'm currently working through the nerdynights tutorial on sound by Metal Slime... but one thing is bothering me as I progress; why bother creating a custom sound engine? I'm only making a tiny little NROM game as my first foray into assembly, and I've got some working beeps and such but I feel like ...
by Guilty
Tue Apr 19, 2016 9:34 pm
Forum: Newbie Help Center
Topic: Yes or No: Can you branch forward over lines without labels?
Replies: 7
Views: 2751

Re: Yes or No: Can you branch forward over lines without lab

This forum is so great.

Okay, so that's good information. Pretty huge oversight on my part to make my code so hard to read. As it stands I WAY do not comment enough. Thanks again, guys.
When I get something that has a win state and a lose state I'll post the rom you all are helping me make.
by Guilty
Tue Apr 19, 2016 8:29 pm
Forum: Newbie Help Center
Topic: Yes or No: Can you branch forward over lines without labels?
Replies: 7
Views: 2751

Yes or No: Can you branch forward over lines without labels?

This is probably one of the simplest questions ever asked here.... but I'm tired of coming up with unique labels every two minutes in my asm file just to skip over a line for some complex comparisons... so, can I branch over a single line or so? Something like: lda #argument0 sec sbc #$02 bmi #$01 j...
by Guilty
Sat Apr 09, 2016 4:47 pm
Forum: Newbie Help Center
Topic: Storing Addresses as Values
Replies: 6
Views: 2771

Re: Storing Addresses as Values

Also, ...save and restore X to a variable that's cleared to 0 each frame. (Or clear it to 4 if using sprite 0 for raster effects.) This way, as you draw multiple sprites, you can keep track of how far the metasprite routine has written through SPRITEOAM . In my productions, I tend to call this varia...