Search found 8703 matches
- Mon Feb 13, 2023 5:38 pm
- Forum: NESemdev
- Topic: Mesen - Emulator
- Replies: 186
- Views: 17825
Re: Mesen - Emulator
The "select preset" dropdowns in the input setup panels seem to be disabled/greyed-out now. Minor request: is there a way to toggle input display with a keyboard shortcut? It's something I want to turn on and off very frequently, but it's a couple layers deep in the settings menus. I thoug...
- Sun Feb 12, 2023 2:42 pm
- Forum: Newbie Help Center
- Topic: Changing the NMI code without messing with the library in CC65?
- Replies: 8
- Views: 652
Re: Changing the NMI code without messing with the library in CC65?
I don't want the NES-specific stuff either. But is there actually a way to accidentally include the stuff? How would this ever happen? Every module in NES.lib has exports, and a module will be included if that export is ever included by name. So, there's are two ways I think this is error prone: 1....
- Sun Feb 12, 2023 10:39 am
- Forum: Newbie Help Center
- Topic: Changing the NMI code without messing with the library in CC65?
- Replies: 8
- Views: 652
Re: Changing the NMI code without messing with the library in CC65?
consciously placing one custom module before an existing module in the link command in a tricky way This appears to be exactly what you're doing? NES.lib contains a module with reset vector. You're pre-empting it with your own Main.s. I assume your "NES.cfg" eliminates the STARTUP segment...
- Sat Feb 11, 2023 4:16 am
- Forum: NESemdev
- Topic: Mesen - Emulator
- Replies: 186
- Views: 17825
Re: Mesen - Emulator
3. It's so cool we can change font, but not cool with a little horizontal blurry, especially on pixel style font. I have this same problem, using ProggyClean in the debugger. It is an artifact of the font anti-aliasing that Mesen's GUI library is using. There was going to be an option to disable an...
- Thu Feb 09, 2023 7:40 pm
- Forum: NESemdev
- Topic: Mesen - Emulator
- Replies: 186
- Views: 17825
Re: Mesen - Emulator
Tokimeki Memorial - Densetsu no Ki no Shita de (lines in window and broken text) A.S.P. - Air Strike Patrol (USA) (text) Bishoujo Janshi Suchie-Pai (character sprites, before you start a level) Dark Law (text) Marvelous (text) Mouryou Senki Madara 2 (text) Thanks for the examples. There were a few ...
- Tue Feb 07, 2023 9:15 pm
- Forum: NESemdev
- Topic: Mesen - Emulator
- Replies: 186
- Views: 17825
Re: Mesen - Emulator
I saved an NES movie file from the history viewer (full video, not a partial segment). Trying to load the movie with the debugger open now causes a crash. Loading the movie without the debugger open makes it end immediately, but it should be a few minutes long (file is 25k). The crash happens even i...
- Sat Feb 04, 2023 5:23 am
- Forum: Homebrew Projects
- Topic: New game: Tenebra!
- Replies: 1
- Views: 445
Re: New game: Tenebra!
Nice game. I got to level 11 so far.
- Thu Feb 02, 2023 10:48 pm
- Forum: NESemdev
- Topic: Mesen - Emulator
- Replies: 186
- Views: 17825
Re: Mesen - Emulator
I'd kinda not recommend having them be a default These have actually been the default shortcuts for rewind/fast-forward in all Mesen versions since 2017, so I'm mostly leaning towards keeping this as-is. It hasn't really been something that's been reported as an issue before, that I can recall. I'm...
- Wed Feb 01, 2023 11:10 pm
- Forum: Newbie Help Center
- Topic: Changing the NMI code without messing with the library in CC65?
- Replies: 8
- Views: 652
Re: Changing the NMI code without messing with the library in CC65?
You can use ar65 to delete the module containing nmi from your library, and then substitute your own. Alternatively you might be able to place your own nmi module earlier in the link command (cl65) than the library, and it might prevent the one from the library from getting linked (a library only ad...
- Wed Feb 01, 2023 6:20 pm
- Forum: NESemdev
- Topic: Mesen - Emulator
- Replies: 186
- Views: 17825
Re: Mesen - Emulator
Every now and then I seem to get a weird burst of fast-forward, like the game just zooms for a quarter-second unexpectedly. Is there some sort of "frameskip" option that I'm missing that will occasionally try to catch up? Edit: Oh, I think it's just rewind/fast-forward being mapped to L2/R...
- Wed Feb 01, 2023 5:57 pm
- Forum: Other Retro Dev
- Topic: Names used for tilemaps by original documentation?
- Replies: 15
- Views: 11241
Re: Names used for tilemaps by original documentation?
VirtualBoy uses "Background Segments" After being provided the Famicom docs from the missing thread, they do say "SEG" when describing the register bits in $2000 that select the CHR page for BG/sprites, which in another diagram get called CHAR0 and CHAR1. I don't see "CHR&q...
- Wed Feb 01, 2023 2:10 pm
- Forum: Other Retro Dev
- Topic: Names used for tilemaps by original documentation?
- Replies: 15
- Views: 11241
Re: Names used for tilemaps by original documentation?
In the Famicom devdocs on page "NES_CUSTOM_CPU_PPU_0022" Nintendo/Ricoh mentions... We have Famicom developer documents? Can you give a name under which they can be found? I couldn't find anything on archive.org with a few searches, and I couldn't spot anything like this referenced from t...
- Mon Jan 30, 2023 8:26 pm
- Forum: NESemdev
- Topic: Mesen - Emulator
- Replies: 186
- Views: 17825
Re: Mesen - Emulator
Palette Index actually looks like a new field that was not available before. In 0.9.9 the Attribute Data field gives the hex value for the corresponding entry in the attribute table. I don't see that anywhere in 2.0.0. The attribute view also omits this info. If the hex value is not useful then tha...
- Sun Jan 29, 2023 11:34 pm
- Forum: NESemdev
- Topic: Mesen - Emulator
- Replies: 186
- Views: 17825
Re: Mesen - Emulator
* No longer called Nametable Viewer, is that because it's NES only language? * Missing field: Attribute Data "Nametable" actually seems to come from Texas Instruments VDPs (e.g. MSX, SMS, Genesis) originally, but we adopted it long ago in NESDev for whatever reason. (Probably an early emu...
- Sun Jan 29, 2023 11:09 pm
- Forum: NES Hardware and Flash Equipment
- Topic: OAMDATA $2003 corruption clarification?
- Replies: 6
- Views: 604
Re: OAMDATA $2003 corruption clarification?
I guess the savings here are just that you can save 3 writes when blanking the last sprite, in the case where you had more sprites in the previous frame and have to blank those. Well, more than just that - you can't actually fully update the last pair of sprites in this way, because once you make t...