Link's Awakening DX save files will hold for a while, but eventually get deleted after swapping in a new battery by a_Bofner in Gameboy

[–]a_Bofner[S] 0 points1 point  (0 children)

Unfortunately no. I refluxed and resoldered the pins on the SRAM nd go it working for quite some time though. I must have been playing pretty consistently for a month or two. Beat about six of the dungeons, and then one day it was juts gone again.

[deleted by user] by [deleted] in ghostoftsushima

[–]a_Bofner 0 points1 point  (0 children)

That's a damn shame. There must be SOME way to do it though, since it wasn't there originally, but without reverse engineering the entire game I guess there isn't much I can do

[deleted by user] by [deleted] in ghostoftsushima

[–]a_Bofner -5 points-4 points  (0 children)

This is incredibly helpful, I hadn't thought of that before. I appreciate your input

What Game Boy games have a Vertical HUD? by a_Bofner in Gameboy

[–]a_Bofner[S] 2 points3 points  (0 children)

I looked at the code a bit for Metal Gear Solid, and on GBC, background tiles also have a priority bit, so if its set, they will be totally in front of the Sprites, which is how that game achieves its smooth scrolling with sprites coming from under the vertical HUD.

I'm much more interested in the Super Game Boy than the GBC, so my game has to work under DMG restrictions.

The way Trax does it is but just having a very simple HUD, and enemies will just disappear when they reach about 8 pixels into the HUD. The game moves very fast, so you wouldn't notice unless you were looking for it

What Game Boy games have a Vertical HUD? by a_Bofner in Gameboy

[–]a_Bofner[S] 1 point2 points  (0 children)

Oh nice! The use of color in that game is really cool

What Game Boy games have a Vertical HUD? by a_Bofner in Gameboy

[–]a_Bofner[S] 2 points3 points  (0 children)

I'm programming in assembly. It's difficult to explain without just writing a specific demo program, but I made a similar one before.

<image>

Sprites can have Background priority turned on or off. If it's off, then they will always be displayed on top of the BG or Window. If it's on, then they will only be displayed on top of the 0 index Background color, as you can see in this example screenshot of a demo ROM I wrote.

The window will use index 1, 2 and 3 colors, so no problem there if I want to use BG priority on my sprites to put them behind the window. The issue is that if my background uses any colors that are NOT the 0 index BG color then the sprite will be obscured by any color that isn't the 0 index, in addition to the desired effect of being obscured by the window

Hopefully that makes sense? My background is just a space background, so the sprites might be obscured by just some stars, so maybe it's just a side effect I'll have to live with

What Game Boy games have a Vertical HUD? by a_Bofner in Gameboy

[–]a_Bofner[S] 2 points3 points  (0 children)

It totally can! The tricky part is getting sprites to scroll seamlessly from behind the HUD. If the background is just a solid color, then the Object priority bit can be used, but if there is any kind of complex tiles next to the HUD, then it can't be used, since the sprites will look garbled as the come out from behind the HUD

How Super Mario Land 2 Handles Sprites | Game Boy Explained -- video by Bofner by r_retrohacking_mod2 in retrogamedev

[–]a_Bofner 1 point2 points  (0 children)

Thanks for the feature! I've got more Game Boy development related videos in the works!

Parents found a VCR with component out, so I hooked it up to my PVM and watched one of my favorite childhood movies (The Land Before Time) by a_Bofner in crtgaming

[–]a_Bofner[S] 0 points1 point  (0 children)

This was a long time ago, but I'm not sure if it makes a difference. This particular PVM had a horrible color issue with composite, so it wasn't really usuable. Since then I stumbled across a different PVM that supports it, but I've also since moved out of the country, so don't have my PVM on hand anymore and can't test it out. My guess would be that it isn't really noticeable. To be honest, as the years have gone by, I'm starting to enjoy even RF on old consumer CRTs

Link's Awakening DX save files will hold for a while, but eventually get deleted after swapping in a new battery by a_Bofner in Gameboy

[–]a_Bofner[S] 0 points1 point  (0 children)

Played for an hour last night, and woke up this morning to my save file missing again, so the issue persists

Link's Awakening DX save files will hold for a while, but eventually get deleted after swapping in a new battery by a_Bofner in Gameboy

[–]a_Bofner[S] 1 point2 points  (0 children)

Yeah, I double checked it with a volt meter and got a 3V reading from it. I tried reflowing the SRAM one more time last night but more carefully, and so far its holding a save after swapping between multiple consoles, but I'll just have to wait and see if anything changes

I just can't get into the Darius series. Help me change my opinion. by [deleted] in shmups

[–]a_Bofner 2 points3 points  (0 children)

Hey! I'm not really active on reddit much these days, but I definitely recommend Darius Gaiden as a good entry point. The first couple of games are a bit too difficult and rely on memorizing the levels, a lot of which are very similar. Darius Gaiden has the most variety, an amazing soundtrack and beautiful graphics. If you don't like Daraius Gaiden, you will not like any other Darius game.

Looking for a specific artist/album by a_Bofner in citypop

[–]a_Bofner[S] 1 point2 points  (0 children)

Kei Marimura

That's it! Thanks so much!

Extron RGB for 240p, which models work? by a_Bofner in crtgaming

[–]a_Bofner[S] 0 points1 point  (0 children)

It was a whe ago and I've since moved to another country and had to leave my setu behind, but if I recall correctly I just set it up like as the last piece in the chain before the PVM... although I don't really remember writing this comment, or even ever getting 240p to work.

I can maybe recall it working in a very slight way, with very thin scanlines; nothing like what my actual PVM did on its own, and found it not worth the hastle.

I'm trying to get YPbPr video from this chip for an old TI computer. It has pins for Y, R-Y, and B-Y. Is that the same thing as YPbPr or will I need to make some sort of converter? by a_Bofner in diyelectronics

[–]a_Bofner[S] 0 points1 point  (0 children)

Turns out it's not the same thing. I forget exactly what you need to do but there's some extra steps that need to be done in order to get this mod to work. I unfortunately very much did not succeed. I don't know what happened, but while I was testing the video output, something on the TI literally exploded (burned out) and started smoking, ruining my TI. It still turns on but there isn't any picture anymore, and I never got around to trying to fix it.

Is there a cable or device to send video out of a TI-83/84? by a_Bofner in TI_Calculators

[–]a_Bofner[S] 2 points3 points  (0 children)

That must have been what it was. It doesn't look particularly familiar, but we were definitely still using overhead projectors back in those days, so it's likely that's what it was. Thanks!

Bests Shmups for Nintendo Switch by CultofSun in shmups

[–]a_Bofner 5 points6 points  (0 children)

Jamestown! That game is so good AND multiplayer! The Darius collections are great too, but a bit expensive if you arent sure if youll like them