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chromaboy's Introduction

Looks like someone has made their way to my profile. Greetings. Please enjoy the following non-exhaustive list of personal skills and interests:

  • ๐Ÿ” Cybersecurity & Pentesting
  • ๐Ÿ•ธ Web Development
  • ๐Ÿ•น Retro Consoles & Gaming Hardware
  • ๐Ÿ‘พ Emulation, Romhacking & Game Modding
  • โ†ฉ Reverse Engineering & Decompilation
  • โŒจ Programming Languages (in order of self-observed skill, highest to lowest):
    • JavaScript / TypeScript
    • C#
    • Java
    • Python
    • GBZ80 Assembly
    • EVIL
    • C
    • PHP
    • Lua
  • ๐Ÿ’ป Frameworks & other things I don't count as programming languages:

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chromaboy's Issues

Question about Cartridge.cs, RAM sizes

Why are the sizes for ROM[0x0419] codes 0x04 and 0x05 flipped in Hardware/Cartridge.cs? Is this weirdness in the actual GameBoy hardware, or just an error in your code?

[Zelda: Link's Awakening] - Bottom Bar & Inventory not showing

When playing Link's Awakening the bottom row of pixels should show the currently equipped items, health and rupees, but instead shows scrambled overworld tiles. Pressing START to open the menu keeps displaying the normal overworld with the selection cursor shown on top.

Note: Possibly related to sprite-drawing and windows.

[Wario Land II] - Blank screen after intro sequence

After starting a new game and having the first intro sequence played the game resets to the opening sequence and loads back into the main menu.

As of 0f873dd, after the first intro sequence has played the game gets stuck on a blank screen.

[Super Mario Land] - Flickering top bar

When playing Super Mario Land, the labels for lives, score, etc. tend to flicker. Also, the bottom pixel row of the label section is often affected by background scrolling, although it shouldn't be.

[Pokemon Red] - Not saving game

While MBC3 does save the external RAM to a save file, it does not contain the save data of the game. Possibly related to RAM-addressing.

[APU] Broken Volume Envelope

Sounds that supposedly should use the volume envelope either stay at a constant volume or are muted entirely.

[Metroid II] - Samus sprite not showing near ship

While near the starting area of the game Samus is invisible, yet controls still work as intended. Samus' sprite is displayed starting at a certain distance from the ship and doesn't disappear afterwards either.

OAM / VRAM Lock Timing

The PPU locks the OAM and VRAM memory sections before it should, making games not clear up tiles on scene changes and similar.

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