Author Archives: fo
PowerMappers is a new set of mappers for the PowerPak NES flash cartridge. It is a complete rewrite of my previous Save State Mappers. I have been sitting on this for a while, but since there hasn’t been significant progress … Continue reading
I just noticed I had a lot of comments in queue, dating back to April. For some reason Thunderbird had decided not to show any messages about comments needing moderation. Or, there was a hiccup with the emails getting sent. … Continue reading
I decided to completely rewrite NES Image Converter over the previous weekend. It now has a proper GUI and a much less buggy conversion algorithm. Hopefully the results are a little bit better as well. Here’s a screenshot: From README: … Continue reading
I’ve released NintendulatorDX v34, the biggest new feature is support for Lua scripting. Get it from the usual place.
My NES port of STREEMERZ was released couple of days ago, get the ROM from here or read the development blog here.
MUSE v03 has been released, get it from the usual place. Changes are: Envelope and arpeggio updates are skipped when NTSC_MODE is enabled. Changed all references from Pornotracker to Musetracker. Added separate SPEED_COMPENSATION and NOTE_FREQ_COMPENSATION flags. Added PAL_MODE and DENDY_MODE flags.
I decided to rename Pornotracker to Musetracker (despite formerly claiming not to do so). Not because some religious folk were offended by the name, but because I may want to include it in my resume some day, and I don’t … Continue reading
I’ve resumed working on my NES game engine after a long while. I don’t presume a lot of people will be reading this, but it’s a nice way of keeping track of how things progress. Couple of days ago I … Continue reading
Save State Mappers v1.5 released. Changes are detailed in the previous post. Download from here.
There will not be any new releases in the near future, unless some critical bug surfaces. Yeah, right. There will be a new version of the Save State Mappers soonish. Changes/fixes are: Minor sound register initialization issue fixed (affected Megaman 1 … Continue reading