Search found 4918 matches

by Dwedit
Sun Jan 14, 2024 10:03 am
Forum: NESdev
Topic: First-party NES games
Replies: 11
Views: 2135

Re: First-party NES games

Now you're talking about comparing games... Is there a particular goal or objective here?
by Dwedit
Sun Jan 14, 2024 10:02 am
Forum: NESemdev
Topic: VRAM Write Loop
Replies: 3
Views: 1264

Re: VRAM Write Loop

Time to make a logger that will generate logs similar to other emulators' logs. Then you can throw away nonmatching text (things that aren't necessary for logging but still found in the other logs) and use WinMerge to compare the logs.
by Dwedit
Sat Jan 13, 2024 3:12 pm
Forum: NESdev
Topic: First-party NES games
Replies: 11
Views: 2135

Re: First-party NES games

The ROM databases don't list developer and publisher.

They're only useful for hash checking and rom header modification.
by Dwedit
Fri Jan 12, 2024 9:05 pm
Forum: NESdev
Topic: First-party NES games
Replies: 11
Views: 2135

Re: First-party NES games

Wario's Woods: (Developer) What the various sites say: Nescartdb: Nintendo Wikipedia: Nintendo R&D1 or TEC depending on article Mobygames: Intelligent Systems Gamefaqs: Nintendo TCRF (The Cutting Room Floor): Nintendo R&D1 GDRI (Game Developer Research Institute): TEC (supposedly sourced fro...
by Dwedit
Fri Jan 12, 2024 1:13 pm
Forum: NESdev
Topic: First-party NES games
Replies: 11
Views: 2135

Re: First-party NES games

https://en.wikipedia.org/wiki/List_of_Nintendo_Entertainment_System_games Then sort the table by Publisher to see what Nintendo published. For FDS, follow the link to the other article. --- And if you don't like Wikipedia's list, you can also query Nescartdb.com, looking for games published by Ninte...
by Dwedit
Thu Jan 04, 2024 8:54 am
Forum: NESdev
Topic: indirect zeropage, how to explain?
Replies: 12
Views: 2270

Re: indirect zeropage, how to explain?

That one has no ($nn),Y mode, they made it use X instead.
by Dwedit
Tue Jan 02, 2024 2:45 pm
Forum: NESdev
Topic: indirect zeropage, how to explain?
Replies: 12
Views: 2270

Re: indirect zeropage, how to explain?

(ind,x) is by far the least used addressing mode. When it is used, it is most often used with X=0 as just a way to do an indirect read.

But that didn't stop Steve Wozniak from making that the core of his Sweet16 interpreter.
by Dwedit
Sun Dec 31, 2023 8:23 pm
Forum: Newbie Help Center
Topic: Implementing Conditional Sprite Flickering on the NES
Replies: 5
Views: 1229

Re: Implementing Conditional Sprite Flickering on the NES

The really stupid easy way to get OAM cycling on the NES is to add 9*4 to your sprite table pointer every time you add a sprite. After you add to your pointer, if your result is 0, you have completely filled the sprite table. Will need to change the order objects are added though, or change the numb...
by Dwedit
Sat Dec 30, 2023 6:14 pm
Forum: General Stuff
Topic: Legality of Security Codes in Retro Games
Replies: 23
Views: 4223

Re: Legality of Security Codes in Retro Games

The nice thing about FDS and Kyodaku is that you don't actually need to present that text to the player. You can take control of the program before the text scrolls on.
by Dwedit
Sat Dec 30, 2023 11:16 am
Forum: Newbie Help Center
Topic: 6 color palette, looking for advice.
Replies: 25
Views: 4405

Re: 6 color palette, looking for advice.

Meanwhile, Mega Man is a shining example of using sprite overlaying to get more colors in a sprite. You can even see that his head is only 8 pixels wide. Super Mario 2 also uses an 8-pixel-wide sprite to add whites to the characters' eyes, but it's subtle.
by Dwedit
Fri Dec 29, 2023 8:54 pm
Forum: Newbie Help Center
Topic: 6 color palette, looking for advice.
Replies: 25
Views: 4405

Re: 6 color palette, looking for advice.

If the cartridge is using CHR-RAM instead of CHR-ROM, you can dynamically write new tile data. You can do software rendering of sprites, but you need to write a large number of modified tiles, and there is very little vblank time to pull it off. With some crazy fast unrolled code, maybe 10 tiles wor...
by Dwedit
Fri Dec 29, 2023 3:37 pm
Forum: Newbie Help Center
Topic: 6 color palette, looking for advice.
Replies: 25
Views: 4405

Re: 6 color palette, looking for advice.

GBA/GBA SP had a screen with a low enough response time that you basically saw a half-transparent sprite, though slightly interlaced. The effect I'm interested in seeing was the effect where you do a software sprite on the background layer to draw Black or White pixels there, then overlay a sprite o...
by Dwedit
Wed Dec 20, 2023 6:06 pm
Forum: NESdev
Topic: I made a program to generate easing coordinates tables
Replies: 4
Views: 1174

Re: I made a program to generate easing coordinates tables

I once made a program that (using a library) opened a PSD file, and used the coordinates of objects to generate coordinates for sprite definitions. I was using a particularly obscure paint program (Ulead Photoimpact 6), and it could export PSD files. You can't even purchase it anymore if you want to...
by Dwedit
Sat Dec 16, 2023 3:15 pm
Forum: NESdev
Topic: I can't to draw background correct!
Replies: 25
Views: 5195

Re: I can't to draw background correct!

Let's just start with psuedocode. Psuedocode: Boot Code Call the Draw Code Fill the sprite table (OAM) with Y coordinate 239 or higher to make them all invisible. Setting the whole thing to FF will work. Ensure NMI is enabled call Wait for Vblank Ensure PPU Control is set correctly (correct pattern ...
by Dwedit
Fri Dec 15, 2023 3:45 pm
Forum: NESdev
Topic: I can't to draw background correct!
Replies: 25
Views: 5195

Re: I can't to draw background correct!

Maybe attach a binary so we don't have to build it ourselves...

I can already see that there is a mistake in the boot code, it's only waiting for the vblank flag to be set once. Need to wait for it twice to work correctly on real hardware, but that shouldn't affect working on emulators.