DisplacedGamers

The Bad Jump Design and 30 FPS Gravity of TMNT (NES) – Behind the Code

It is the summer of TMNT, and here is another Behind the Code video for the first entry on the NES. This video focuses on the application of gravity with respect to frame rate for jumping in the game and also breaks down the frame timing for making the three types of jumps – short, […]

Retro Kevin

NES Emulation on the Nintendo 64

Recently Krikzz posted a new “core” for the Everdrive 64 X5 and X7 rom carts that replaces the Neon emulator for NES emulation on the Nintendo 64. This update uses the FPGA in the newer Everdrive 64 carts with the goal of getting a more cycle accurate experience than what the Neon emulator could provide. […]

Rany Battikh

EverDrive N8-PRO OS update v2.13

Krikzz has just released a new firmware update for the EverDrive N8-Pro rom-cart. In this new update, Krikzz added support for yet another NES/Famicom mapper. For the uninitiated, mappers refer to the different hardware configurations used in some NES/Famicom carts to bypass the console’s limitations. Some of the most common uses of mappers include: extra […]

DisplacedGamers

Displaced Gamers: Battle of the Bits – Nintendo Power, Mappers, and Circuit Boards

If you are into NES games these days, you’ve probably heard the of term “mapper.” While the details of the various chips used in NES cartridges are just a quick Google search away, a few of their abilities were mentioned in Volume 20 of Nintendo Power back in 1991! I thought it might be fun […]

DisplacedGamers

Displaced Gamers: NES Scrolling Basics

Hello, RetroRGB! Chris from Displaced Gamers here. I’ve released a new video that focuses on the basics of NES scrolling and uses Super Mario Bros. as an example. While doing research for this project, I found many new NES developers struggled a little bit when it came to understanding Nametables and Mirroring. This video makes […]

Dan Mons

NES palette comparisons

The Nintendo NES was a strange beast when it came to how it generated a video signal.  Most other retro video game systems generated colour information internally (and often externally) in a combination of well defined red, green and blue values and then later combine or converted them into various broadcast signals like composite video, […]