Search found 563 matches
- Sat Aug 13, 2022 9:32 pm
- Forum: SNESdev
- Topic: Question about black bars, again. . . .
- Replies: 53
- Views: 4391
Re: Question about black bars, again. . . .
It may also be because the characters are a bit smaller in a console port than the original arcade game (for many reasons, such as cart space, VRAM space and/or the console is not capable of displaying lots of large sprites without hitting the limit), so the developers cropped the screen to make thi...
- Tue Aug 02, 2022 10:19 pm
- Forum: Newbie Help Center
- Topic: currently going ahead
- Replies: 26
- Views: 5737
Re: currently going ahead
Hmmm… I’m not certain, but I don’t believe a .nam file can be included inside a NES ROM, or game. It seems that .nam files are just there to allow you to build a screen in a visual sense. My sister spent days converting each .nam into data, .db statements. (We use metatiles.) Then, it just depends ...
- Sun Jul 31, 2022 8:18 pm
- Forum: General Stuff
- Topic: Over five million SNES Classic Minis sold . . .
- Replies: 12
- Views: 1853
Re: Over five million SNES Classic Minis sold . . .
SNES Classic Mini has amazing games on it. It's no wonder it's selling so well. I think even only the means to play a legitimate release of StarFox II legally is enough to justify its sales. Compared to the other "mini" systems, while they do have new games they're not as appealing. Mega ...
- Thu Jul 21, 2022 10:32 pm
- Forum: Newbie Help Center
- Topic: Nerdy Nights week 3 to 8 for Asm6
- Replies: 23
- Views: 10671
Re: Nerdy Nights week 3 to 8 for Asm6
I am ONLY ATTEMPTING to say that assembling and assemblers is NOT the same as compile and compilers. Compilers translate code written into assembly code that works on whatever machine where the compiling takes place. Assemblers translate their assembler code into ONLY the assembly code, that runs o...
- Wed Jul 13, 2022 12:24 am
- Forum: SNESdev
- Topic: How many different actions/commands during HBlank?
- Replies: 30
- Views: 1728
Re: How many different actions/commands during blank?
I think by line scrolling he meant what we commonly refer to as raster scrolling or split screen scrolling.
- Tue May 17, 2022 9:05 am
- Forum: NES Music
- Topic: FDS unable to utilize the DPCM channel?
- Replies: 11
- Views: 1960
Re: FDS unable to utilize the DPCM channel?
I remembered the table tennis FDS game had speeches, don't know whether it was utilising the DPCM channel, and it's not used for percussion in music (I think). Another problem is since you cannot bankswitch ROM data into PRG area(unless you can stand LOADING... from disk every few seconds) if you tr...
- Sat May 07, 2022 11:05 pm
- Forum: General Stuff
- Topic: Homebrews with female characters
- Replies: 176
- Views: 171925
- Sat May 07, 2022 11:01 pm
- Forum: SNESdev
- Topic: Please help consolidate all info for pixel artists for SNES
- Replies: 104
- Views: 26946
Re: Please help consolidate all info for pixel artists for SNES
Obviously I haven't (and won't) read all these mess, but if one really cares about perfect square pixels just make games on PC, or any modern console that displays every pixel 1 : 1 to the grid on a (modern) display panel. Just leave classic systems alone. PLEASE. This is not how things work. It's j...
- Tue May 03, 2022 10:17 pm
- Forum: NESemdev
- Topic: Why is Castlevania displaying these lines in title screen?
- Replies: 3
- Views: 904
Re: Why is Castlevania displaying these lines in title screen?
The sprites are drawn one line too high.
The reason being on real hardware sprites are drawn one line lower than the Y coordinate you set in the OAM, i.e. if byte 0 of a sprite's attribute 0 is set to '0', it's drawn at line 1 and there is no way to draw a sprite starting from line 0.
The reason being on real hardware sprites are drawn one line lower than the Y coordinate you set in the OAM, i.e. if byte 0 of a sprite's attribute 0 is set to '0', it's drawn at line 1 and there is no way to draw a sprite starting from line 0.
- Wed Apr 27, 2022 10:12 pm
- Forum: SNESdev
- Topic: Mode 5 colour limitations?
- Replies: 172
- Views: 10245
Re: Mode 5 colour limitations?
Well, if people really care about what one console can do and not others, the Tokimeki Memorial example was just a result of what the SFC can't do. The original PC Engine version ran in 320-pixel horizontal resolution like the modes available on the MD or computers (it's actually more than 320, but ...
- Thu Mar 31, 2022 11:12 pm
- Forum: General Stuff
- Topic: Super Mario Bros Arcade/NES
- Replies: 17
- Views: 2430
Re: Super Mario Bros Arcade/NES
I think when a number of the games were converted to the arcade version, changes were made so that they became harder to eat through your wallet contained subtle differences from the original console versions to keep them refreshing. This was especially true in the case of SMB, in that nearly everyo...
- Thu Mar 31, 2022 7:12 pm
- Forum: NESemdev
- Topic: Boro's FCE origin
- Replies: 4
- Views: 1117
Re: Boro's FCE origin
Consider that he only released two versions on his website I guessed he just abandoned it shortly after the release, and since it's open source some other people just picked it up and created those other forks but I think it might take a while for this to happen, as he abandoned the emulator probabl...
- Wed Mar 30, 2022 7:43 pm
- Forum: NESemdev
- Topic: Boro's FCE origin
- Replies: 4
- Views: 1117
Re: Boro's FCE origin
There aren't much info, but the author's original page is archived: https://web.archive.org/web/20190105050747/http://www.geocities.co.jp/Playtown/2004/fce.htm The funny thing is that the emulator had "(noname yet)" so FCE was not supposed to be its name as it just meant "Family Compu...
- Sat Mar 26, 2022 2:54 pm
- Forum: Other Retro Dev
- Topic: Have you seen such a video mode?
- Replies: 18
- Views: 2184
Re: Have you seen such a video mode?
I think the MVS/Neo Geo is even weirder though.
AFAIK it does have a tile map layer, but is only used for those "insert coin" and score text display, while its graphics is sprite only.
AFAIK it does have a tile map layer, but is only used for those "insert coin" and score text display, while its graphics is sprite only.
- Fri Mar 25, 2022 1:55 am
- Forum: Other Retro Dev
- Topic: Have you seen such a video mode?
- Replies: 18
- Views: 2184
Re: Have you seen such a video mode?
I haven't read all of this in details so I probably missed a lot, but I more or less understand what is being achieved. Since this is a fantasy/virtual system, unless 32kb is a limit you set to the tile/bitmap data I think life would be even easier to have 64kb available. That way, in 4bpp mode, you...