Search found 972 matches
- Wed Mar 02, 2011 10:18 am
- Forum: NES Hardware and Flash Equipment
- Topic: What's Your Fast-Cycle Development Setup?
- Replies: 10
- Views: 3965
- Wed Mar 02, 2011 8:46 am
- Forum: NES Hardware and Flash Equipment
- Topic: What's Your Fast-Cycle Development Setup?
- Replies: 10
- Views: 3965
So I guess it's not a fast cycle time I am really after. I just want to find the most cost-effective way of testing on real hardware. I could swing the Power Pak. Does anyone have experience with how the Power Pak's MMC1 compares to the MMC1 Dev Board that RetroZone offers? I would assume they are P...
- Wed Mar 02, 2011 8:43 am
- Forum: NES Hardware and Flash Equipment
- Topic: Munchausen Flash Cartridge progress
- Replies: 25
- Views: 11322
- Tue Mar 01, 2011 12:23 pm
- Forum: NES Hardware and Flash Equipment
- Topic: What's Your Fast-Cycle Development Setup?
- Replies: 10
- Views: 3965
What's Your Fast-Cycle Development Setup?
Hello! I'm finally sitting down to write that NES space shooter I've always wanted to make but am having some issues figuring out a cheap and effective way to test on real hardware. I am trying to keep my costs low so my CFO (read: Wife) doesn't fire (read: kill, mutilate and destroy) me. I have sea...
- Tue Mar 01, 2011 11:15 am
- Forum: NES Hardware and Flash Equipment
- Topic: This is NOT the official ROM Laboratory forum
- Replies: 9
- Views: 14412
- Mon Feb 28, 2011 11:30 am
- Forum: NESdev
- Topic: Assembler of your choice
- Replies: 38
- Views: 26154
I use P65 (actually the Python rewrite Ophis) because I started 6502 development on the Commodore 64 a few years back, and at the time that was the assembler with the most support. After having a look at ASM6 source code I think I like the look of P65 better and the feature set is comparable. The on...
- Tue Oct 21, 2008 8:25 pm
- Forum: NESdev
- Topic: Full-Screen Name Table Updates - What's the Best Way?
- Replies: 10
- Views: 5487
Honestly I had a setup where by I had two 1KB screen buffers in WRAM and then alternated which screen buffer I was updating to. Each vblank I would copy a portion of the previous screen buffer into the name table. Again I was trying to force the NES into the C64 / PC's role. Now that you mention it,...
- Tue Oct 21, 2008 4:59 pm
- Forum: NESdev
- Topic: Full-Screen Name Table Updates - What's the Best Way?
- Replies: 10
- Views: 5487
Bah! The whole point is to make an NES program! So far I have made little demos on the Apple II and Commodore 64, but I still prefer the NES's dev scene. I am not updating the entire name table each frame. I am updating portions of it when those portions change. The screen will be laid out similar t...
- Tue Oct 21, 2008 11:30 am
- Forum: NESdev
- Topic: Full-Screen Name Table Updates - What's the Best Way?
- Replies: 10
- Views: 5487
- Tue Oct 21, 2008 11:27 am
- Forum: NESdev
- Topic: Full-Screen Name Table Updates - What's the Best Way?
- Replies: 10
- Views: 5487
Even using a fully unrolled copy loop and completely skipping the sprite DMA I can only get 192 bytes copied within the NTSC VBlank period. Having the sprite DMA occurring every frame is fairly important so I can have a decent looking OAM cycle. I do not need to update the name table every frame, bu...
- Tue Oct 21, 2008 1:49 am
- Forum: NESdev
- Topic: Full-Screen Name Table Updates - What's the Best Way?
- Replies: 10
- Views: 5487
Bregalad, Thank you for the suggestion! That works fairly smoothly. Most of the graphics in my project are mostly black (think Ultima 4 PC here), so this actually looks fairly good. Well, I just tried this method with some motion on the screen, and even at 4 FPS the blanking is too distracting. I su...
- Mon Oct 20, 2008 10:20 pm
- Forum: NESdev
- Topic: Full-Screen Name Table Updates - What's the Best Way?
- Replies: 10
- Views: 5487
Full-Screen Name Table Updates - What's the Best Way?
I want to update an entire name table in one pass. I have so far looked into three ways of doing it, and am wondering if there are other options I am missing. The first option was to leave the PPU rendering on and update the second name table over the course of eight vblanks, then swap name tables. ...