Search found 421 matches
- Thu Jun 16, 2005 12:07 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Battery replacement: battery coin holders
- Replies: 0
- Views: 4637
Battery replacement: battery coin holders
I am planning on replacing at least 50 batteries in 50 of my NES carts. I want to make storing these carts safer, i.e. without the battery installed, and I also want battery installation to be very quick and easy and I also don't want it to require any tools, except for a screw driver. So, I ordered...
- Sat Jun 11, 2005 8:06 pm
- Forum: NESdev
- Topic: How do I write to a cartridge
- Replies: 20
- Views: 14738
Only one project to make a universal NES cart has gotten anywhere. The creator decided early on to not just make a universal flash cart, which involves cloning hundreds of different game cart circuits, but also to clone the NES too. It is called FPGA NES: http://tripoint.org/kevtris/Projects/console...
- Thu Jun 09, 2005 7:25 am
- Forum: NES Hardware and Flash Equipment
- Topic: How does the Game Action Replay (aka GAR) work?
- Replies: 13
- Views: 5838
The world may never know :P (Seriously though, ask Bung, it's their product :) Well, I assume it must somehow interrupt the NES and check for a specific button combination, if it doesn't find it it returns control back to the game, otherwise it executes something that copies memory and registers in...
- Wed Jun 08, 2005 11:47 am
- Forum: NES Hardware and Flash Equipment
- Topic: How does the Game Action Replay (aka GAR) work?
- Replies: 13
- Views: 5838
How does the Game Action Replay (aka GAR) work?
How do real-time save hardware devices work? I am specifically interested in the GAR.
- Wed Jun 08, 2005 6:45 am
- Forum: NESemdev
- Topic: Adding a "Sands of Time" feature to an emulator
- Replies: 39
- Views: 34803
Re: reverse_emulation-0.1.1
I've just written a clean standalone C implementation of the core reverse emulation algorithm that can be used as-is in an emulator by defining the callback functions. The size of the frame buffer is configurable. I also wrote a fairly thorough test and it works well in my emulator. It's only 71 li...
- Wed Jun 08, 2005 6:34 am
- Forum: NESdev
- Topic: what is the best disassembler / emulator with a disassembler
- Replies: 12
- Views: 9728
I guess that this brings the answer to you, Disch... 'guest': http://nesdev.com/bbs/viewtopic.php?t=281 But what does that tell us? The person sounds like they know allot about NES emulator programming, especially with regards to sound emulation, and that was Xodnizel's speciality. The developer is...
- Tue Jun 07, 2005 4:28 pm
- Forum: NESdev
- Topic: what is the best disassembler / emulator with a disassembler
- Replies: 12
- Views: 9728
http://fceuxd.infinihost.net iirc is the homepage for FCEUXD -- but like I said it's been down for like ever. My understanding is FCEU has been stopped completely and Xod has started work on a new emu called Nintencer @ http://nintencer.fobby.net/ Old FCEU and FCEUXD can be found on archive sites. ...
- Tue Jun 07, 2005 11:16 am
- Forum: NESemdev
- Topic: Adding a "Sands of Time" feature to an emulator
- Replies: 39
- Views: 34803
So then you load the save one last time but then rewind right after loading it, just enough to avoid the battle. That wouldn't work. There would be nothing to rewind to. Once you play forward from that savestate, the 'rewind window' as you called it gets filled with data after the savestate. Loadin...
- Tue Jun 07, 2005 8:46 am
- Forum: NESemdev
- Topic: Adding a "Sands of Time" feature to an emulator
- Replies: 39
- Views: 34803
A little anecdote. I remember playing FF3j translated on an emulator years ago (probably in NESticle), saving my game with a savestate. One time I saved it when walking around, right before getting into an unwinnable battle. D'oh! Since I never saved using the game's interface, losing the battle me...
- Tue Jun 07, 2005 8:04 am
- Forum: NESemdev
- Topic: Adding a "Sands of Time" feature to an emulator
- Replies: 39
- Views: 34803
I put in a feature request for real-time rewind (we should probably drop the copyrighted name) at the Nintencer forums. Nintencer is the sucessor to FCE Ultra: http://nintencer.fobby.net/ ... the author seems to be interested to give it a try. As far as accuracy and game compatibility go, the FCE Ul...
- Mon Jun 06, 2005 8:46 pm
- Forum: NESemdev
- Topic: NO$NES: The Easter Egg Hunt
- Replies: 10
- Views: 6856
I just don't understand why people make yet another composite of NES information, when it's incomplete and thus subject to update. It's yet another collection of information that will be out of date, with perhaps some new information mixed in, more hay to search through for needles. About the only ...
- Mon Jun 06, 2005 6:11 pm
- Forum: NESemdev
- Topic: Adding a "Sands of Time" feature to an emulator
- Replies: 39
- Views: 34803
Yep, audio is easy; I just implemented it and it works well. Along with each frame image you also store whatever samples were generated during emulation of that frame. Then when displaying that frame later, play the samples in reverse. Fade in the first sample buffer just after restoring the state,...
- Mon Jun 06, 2005 11:14 am
- Forum: NESemdev
- Topic: Adding a "Sands of Time" feature to an emulator
- Replies: 39
- Views: 34803
Sound backwards? I was doubtful that it would be easy enough to do that. Smooth 60FPS backwards video and sound would be a trip to see and hear in game. If you can post a concise writeup of how to implement it, I could really see it becoming the new hot emulator feature... possibly even for SNES emu...
- Sun Jun 05, 2005 8:53 pm
- Forum: NESemdev
- Topic: Adding a "Sands of Time" feature to an emulator
- Replies: 39
- Views: 34803
- Sat Jun 04, 2005 9:35 pm
- Forum: NESemdev
- Topic: Adding a "Sands of Time" feature to an emulator
- Replies: 39
- Views: 34803
But is it patented? If so, you may not implement it until roughly 20 years after publication of Prince of Persia: Sands of Time . Well, it is just real-time rewinding combined with rerecording (a feature recently added to emulators for speed demo creators). I don't know how they could patent that, ...