Search found 12 matches

by RedComet
Sat Jan 21, 2006 10:15 pm
Forum: NESdev
Topic: Can meaningful data be read from $2006?
Replies: 5
Views: 4518

You might find this worth reading. :)
by RedComet
Tue Aug 30, 2005 4:41 pm
Forum: NESdev
Topic: A question about the PPU
Replies: 9
Views: 6626

Ah, ok. I figured it out. Thanks guys.
by RedComet
Tue Aug 30, 2005 8:45 am
Forum: NESdev
Topic: A question about the PPU
Replies: 9
Views: 6626

That's me up there; I forgot to sign-in.
by RedComet
Mon Aug 29, 2005 7:23 pm
Forum: NESdev
Topic: A question about the PPU
Replies: 9
Views: 6626

A question about the PPU

I'm not sure exactly how to describe this but here goes. I'm working on translating a game (well, it's already translated, I'm just adding the final touches on the "hacking" side) and there's an issue with a certain string of text. Now, the 1K of VROM that contains the number tiles (0-9) (...
by RedComet
Fri Aug 19, 2005 5:31 pm
Forum: NESdev
Topic: VWFs on the NES...
Replies: 3
Views: 3686

VWFs on the NES...

I realize the NES doesn't have enough internal ram to support this, but what if you were to use a cartridge that had on-board ram? I'm not really familiar with the various types of cartridges, but someone mentioned that FF3j keeps a copy of the water tile in ram and alters the ram copy, and that got...
by RedComet
Fri Jul 29, 2005 1:56 pm
Forum: Newbie Help Center
Topic: XORCYST question
Replies: 1
Views: 2780

XORCYST question

I couldn't find this any where in the documentation, so I figured I'd try here. Can anyone tell me what the "-$" part means in the below? node_0_0 .db node_0_1-$, node_1_1-$+1 node_0_1 .db node_0_2-$, node_1_2-$+1 node_1_1 .db node_2_2-$, node_3_2-$+1 node_0_2 .db node_0_3-$, node_1_3-$+1 ...
by RedComet
Sat Jul 09, 2005 11:34 pm
Forum: NESdev
Topic: Reading data from CHR-ROM?
Replies: 11
Views: 9533

That's me above. Forgot to log-on.
by RedComet
Fri Jul 08, 2005 8:49 pm
Forum: NESdev
Topic: Reading data from CHR-ROM?
Replies: 11
Views: 9533

Reading data from CHR-ROM?

I've encountered two games now that do this, but I thought it was impossible. The games are Dragonball Z 3 and Dragonball Z Gaiden. They use Mapper 16 and have 16 banks of PRG-ROM, but some data (title screen for one and some minor text for another) is stored in the area of the rom that *should* be ...
by RedComet
Wed Feb 16, 2005 7:40 pm
Forum: Newbie Help Center
Topic: Looking for a way to remove the iNES header..........
Replies: 1
Views: 3472

Just open the rom you wish to remove the header from in a hex editor (I use hex workshop and hte built-in hex editor in fceuxd) and delete the first 16 bytes ($10 in hexadecimal).
by RedComet
Tue Jan 11, 2005 12:50 pm
Forum: NESdev
Topic: Source code collection
Replies: 28
Views: 19415

Re: Source code collection

You'll also need the file huffman.asm from the source archive (see top of this post) to actually decode the text; it's all very hastily described in the README. Thanks for uploading that. I've always thought huffman compression was a bit too difficult for the 6502 to accomplish, but I guess its not...
by RedComet
Mon Jan 10, 2005 8:16 pm
Forum: NESdev
Topic: Source code collection
Replies: 28
Views: 19415

Re: Source code collection

[quote="SnowBro"I have made a number of tools to create levels, encode text, assemble game logic scripts etc., but it takes some effort to package it and document it properly, so I'll hold off releasing it until someone asks. [/quote] I'm rather interested in the tools for encoding text, i...
by RedComet
Mon Jan 10, 2005 8:03 pm
Forum: Newbie Help Center
Topic: 16-bit division
Replies: 12
Views: 15060

Division is quite a bit different than Multiplication when it comes to writing a routine to do that, at least in my experience anyway. This site should be helpful in learning/refreshing you're memory on the workings of binary division: http://courses.cs.vt.edu/~cs1104/BuildingBlocks/divide.010.html ...