Search found 421 matches
- Sat Jun 04, 2005 6:01 am
- Forum: NESemdev
- Topic: Adding a "Sands of Time" feature to an emulator
- Replies: 39
- Views: 34803
The feature is interesting from a user-interface point of view. Typically people use a circular queue of quick save state slots for the same purpose, i.e. to redo little mistakes such as missing a jump or accidentally getting shot, but no matter how you bind things, it is far less user-friendly to m...
- Fri Jun 03, 2005 11:20 am
- Forum: NESemdev
- Topic: Adding a "Sands of Time" feature to an emulator
- Replies: 39
- Views: 34803
Take a snapshot every second and record user input in real-time, with timestamps. To seek to frame n, restore the snapshot before it then emulate up to frame n. The worst case is a snapshot restore and 59 frames of emulation. To play back smoothly from any point, seek to frame n then emulate normal...
- Thu Jun 02, 2005 10:49 am
- Forum: NESemdev
- Topic: Adding a "Sands of Time" feature to an emulator
- Replies: 39
- Views: 34803
I imagine it would be plenty fast to take normal save states every minute or so and then internally fast-forward to the point 15 seconds before present when necessary. How does the Prince of Persia game implement it? I am not sure how Prince of Persia implements it, but it is a modern game, so you ...
Jagasian: rewinding like in Prince of Persia would be very cool indeed, but I think the NES is too complex for that to implement easily. An array of savestates made each second would be more feasable than real-time (per instruction) rewind. I'll give that a try in my test emulator (the very 'simple...
- Thu Jun 02, 2005 10:18 am
- Forum: NESemdev
- Topic: Adding a "Sands of Time" feature to an emulator
- Replies: 39
- Views: 34803
Adding a "Sands of Time" feature to an emulator
I just wanted to put an idea out here, which I previously mentioned in another thread, for an emulator feature that is inspired by the "Prince of Persia: Sands of Time" game. For those that haven't played it, the "sands of time" feature lets the gamer rewind via the press of a bu...
- Thu Jun 02, 2005 8:43 am
- Forum: NESdev
- Topic: How do I write to a cartridge
- Replies: 20
- Views: 14738
What'd be even better is 2 NES's with 2 Squeedo carts. Since it uses the PIC's hardware UART, it takes up none of the NES's cpu time. And it should be able to work over the internet. :D I was just thinking about a local setup, with two NES systems networked. Imagine a new Contra where one player di...
- Thu Jun 02, 2005 6:49 am
- Forum: NESdev
- Topic: How do I write to a cartridge
- Replies: 20
- Views: 14738
Would it be possible to write a small ROM for squeedo that could be used to dump a game cart's SRAM and ROMs by swapping between Squeedo and the game cart to be dumped over and over again? Yeah, it may be possible. Sounds like a lot of work to dump like that, though. NES only has 2kB of RAM, so eve...
- Wed Jun 01, 2005 7:54 pm
- Forum: NESdev
- Topic: How do I write to a cartridge
- Replies: 20
- Views: 14738
Memblers, Would it be possible to write a small ROM for squeedo that could be used to dump a game cart's SRAM and ROMs by swapping between Squeedo and the game cart to be dumped over and over again? Each time the game cart is inserted, the running program copies a little more of the ROM into the NES...
On the advanced movie support, I was wondering if it would be possible to not have save states, but instead just have really accurate and flexible movie support which basically always records a redo-able and undo-able computation log. Save states would just be indices into a log. Such a thing would ...
- Tue May 24, 2005 12:54 pm
- Forum: General Stuff
- Topic: Revolution's NES support?
- Replies: 19
- Views: 19946
Personally, I am only after perfect circuit-level emulation of the NES/Famicom. The other consoles are already covered by copiers and flash carts. kev could make some good money by making a JAMMA converter for his board, and then make high-quality circuit-level emulations of some of the classic arca...
- Tue May 24, 2005 7:45 am
- Forum: General Stuff
- Topic: Revolution's NES support?
- Replies: 19
- Views: 19946
So basically my inexpensive Xbox, with a soft-mod and FCE UltraX (NES), xSNES9x (SNES), XBoyAdvance (GBA), and Surreal64 (N64) already does a better job of what the Revolution will do. Thats pretty sad. I guess this is just like PocketNES. Nintendo will respond with their own offering that will be ...
- Mon May 23, 2005 8:28 am
- Forum: General Stuff
- Topic: Revolution's NES support?
- Replies: 19
- Views: 19946
So basically my inexpensive Xbox, with a soft-mod and FCE UltraX (NES), xSNES9x (SNES), XBoyAdvance (GBA), and Surreal64 (N64) already does a better job of what the Revolution will do. Thats pretty sad. I guess this is just like PocketNES. Nintendo will respond with their own offering that will be t...
- Thu May 19, 2005 6:50 am
- Forum: NESdev
- Topic: Brian Provinciano Released NESHLA
- Replies: 3
- Views: 4636
- Wed May 18, 2005 9:12 pm
- Forum: NES Hardware and Flash Equipment
- Topic: CopyNES
- Replies: 27
- Views: 17441
- Wed May 18, 2005 11:29 am
- Forum: NESdev
- Topic: Brian Provinciano Released NESHLA
- Replies: 3
- Views: 4636
Brian Provinciano Released NESHLA
Maybe I am the only one who missed this one, but I haven't seen any word of it on the nesdev front page or the forums. Brian Provinciano , the developer of Grand Theftendo, released the high-level NES assembler (NESHLA) . Along with nbasic and Xorcyst , NESHLA is an assembler that offers efficient h...