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Old x86 ASCII programs
Found some old (7-8 years old) x86 stuff while cleaning up my hard drive. This one’s a “Hello World” in x86 asm written in a way that the opcodes and operands are always ASCII characters. In other words, you can … Continue reading
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Immortal (NES) patch
Immortal (NES) uses the “blacker than black” palette entry $0D, which makes the screen garbled on some displays (like my HDTV). Here’s a patch I made to fix the issue: 0001F7B9: 0D 0F 0001F7D9: 0D 0F 0001F7EA: 0D 0F 0001F7EB: … Continue reading
4-bit PCM on NES using the pulse channel
In our series of NES apps that don’t work in emulators, here’s one which plays 4-bit PCM (at ~44kHz) using the volume control of the first pulse channel with duty cycle set to inverted 25%. Of course this doesn’t have … Continue reading
Crystalis hidden debug mode
I was checking Crystalis out in Nintendulator’s debugger since it was acting up with my PowerPak save state mapper’s controller turbo feature (more about that later). Anyways, I noticed before the SNK logo the game reads controller #1 and checks if … Continue reading
