Wow... yeah, I was wondering how the heck I was still on the "most active" list...
I've been doing some indie dev stuff that is not really emulation-related since no emulator I know supports the PowerGlove:
www.psychsoftware.org/portfolio/?tab=Software&sec=Games (still, feel free to news it if you want). However, in the long and winding road since I was last on here regularly, I did manage to break some pretty big related news on nesdev; namely serendipitously acquiring the full source code to the onboard COP888 ROM on the PowerGlove, meaning that full accurate emulation ought to now be possible if anyone is inclined. Thread's at
forums.nesdev.com/viewtopic.php?p=95284#95284
What brought me back here for an actual sniff around was wondering if there are any good bank-at-once NES CHR rip/edit tools. Just as a what-the-heck side project to freshen myself up for interviews in Unity, I've found myself building a PPU homage which can take image-conversions of 128x128px CHR banks, slice & palletize them (on the fly, no less), and use them to build nametables, etc. with most of the bells and whistles of actual NES hardware. All the heavy lifting for backgrounds is done (including optional parallax effects); I'll probably start on sprites tomorrow. Temporary demo at
www.psychsoftware.org/stuff/temp/UPPU_Web/UPPU_Web.html
But to get the CHR banks to work with, I've been relying on either
- source BMPs from homebrews I've made myself, or
- crafting a tedious process of manually reading iNES headers in a hex editor, copying the CHR block into a new file, unix-splitting that file, and script-processing the 8k chunks through an old chr2bmp dev tool I have kicking around.
Squirrel's tile-by-tile editor runs, but doesn't seem to do bank-at-once, and the last time I remember running a bank-at-once tool on Mac was in the OS8/9 days...