Search found 17 matches
- Wed Feb 20, 2019 9:43 pm
- Forum: Newbie Help Center
- Topic: Using Windows on a Mac? Or should I just buy a Windows comp?
- Replies: 9
- Views: 8105
Re: Using Windows on a Mac? Or should I just buy a Windows c
The Microsoft Software License Terms covers your concerns, which also means you didn't read or even skim it. TBH I blindly accept terms and didn't realize the answer would be in there, thanks for pointing that out. I downloaded the Windows installer rainwarrior linked to and was able to create a ne...
- Wed Feb 20, 2019 5:19 pm
- Forum: Newbie Help Center
- Topic: Using Windows on a Mac? Or should I just buy a Windows comp?
- Replies: 9
- Views: 8105
Re: Using Windows on a Mac? Or should I just buy a Windows c
I was able to run a Windows evaluation version VM in VirtualBox which starts up immediately. The download website does it expires. I guess I'll see what happens when that comes. Hopefully just more activation nags.. This is surprisingly easy. I was able to setup everything I needed to build run cppc...
- Mon Feb 18, 2019 10:05 pm
- Forum: Newbie Help Center
- Topic: Using Windows on a Mac? Or should I just buy a Windows comp?
- Replies: 9
- Views: 8105
Using Windows on a Mac? Or should I just buy a Windows comp?
I've tried to use a few projects that have a requirement on Windows software... and haven't found good workarounds for running on Mac. Do any Mac users have a good setup for using Windows in a VM? If so, what did you do? Are you bootcamping into a Windows 10 environment that you paid $140 for? Or so...
- Mon Feb 18, 2019 1:54 pm
- Forum: NESdev
- Topic: Cross-platform build file?
- Replies: 12
- Views: 5925
Cross-platform build file?
I've seen projects come with a .bat file to build the project. Being on a macOS computer, I open these files and see unix commands wrapped in what must be batch file syntax. I'll copy and paste the lines that look relevant to me into my terminal, or create a sh file and paste the commands in there. ...
- Wed Feb 06, 2019 6:52 pm
- Forum: NESdev
- Topic: When have you used a language (C, etc.) instead of asm?
- Replies: 13
- Views: 8000
When have you used a language (C, etc.) instead of asm?
There are some interesting notes folks have shared about the decision-making process folks go through when considering whether to write a game in C or assembly. Can anyone share a specific example of a game (or part of a game) you wrote in a language other than assembly? Explain why you chose to wri...
- Sat Feb 02, 2019 7:49 am
- Forum: Newbie Help Center
- Topic: Do some emulators intentionally implement overscan?
- Replies: 2
- Views: 4133
Do some emulators intentionally implement overscan?
If I open a ROM of mine in Nintaco, I can see the first and last 8 scanlines/row of nametable tiles are not displayed.
However, if I open up the same rom in Nestopia they're rendered.
Do some emulators like Nintaco intentionally implement overscan?
However, if I open up the same rom in Nestopia they're rendered.
Do some emulators like Nintaco intentionally implement overscan?
- Wed Jan 30, 2019 6:40 pm
- Forum: NESdev
- Topic: Storing and writing a full room's background
- Replies: 3
- Views: 4195
Re: Storing and writing a full room's background
This is ok for a very small game. A larger game would prefer some kind of compression. Yeah, this is data is heavy at 960 bytes. Seems like run-length encoding could bring this down significantly. I have an issue with your palette code. The universal background color has mirrors, so writing to (for...
- Wed Jan 30, 2019 7:16 am
- Forum: NESdev
- Topic: Storing and writing a full room's background
- Replies: 3
- Views: 4195
Storing and writing a full room's background
I've made an example of writing the background of an entire room. Here's the relevant code and nes file which doesn't do anything other than display the background: https://i.ibb.co/fFkpqGZ/Screen-Shot-2019-01-30-at-9-08-56-AM.png If you were making a game that consists of rooms like this, is this a...
- Tue Jan 29, 2019 11:06 pm
- Forum: Newbie Help Center
- Topic: Hello Everyone :)
- Replies: 12
- Views: 8428
Re: Hello Everyone :)
Welcome! I'm relatively new to the forum as well and learning 6502 for the first time. Folks here have been helpful to me. Good luck with the Jumper port!
- Mon Jan 28, 2019 6:50 pm
- Forum: Newbie Help Center
- Topic: Suggestion for good ca65 game source code to read?
- Replies: 4
- Views: 4469
Re: Suggestion for good ca65 game source code to read?
Any specific things you would do differently now compared to how you did it then?pubby wrote:but it was my first game so not everything was done how I would do it now.
- Mon Jan 28, 2019 2:48 pm
- Forum: Newbie Help Center
- Topic: Suggestion for good ca65 game source code to read?
- Replies: 4
- Views: 4469
Suggestion for good ca65 game source code to read?
I've been able to read through rainwarrior's basic checkerboard program and understand how it's working, which has been a good learning experience http://forums.nesdev.com/viewtopic.php?t=11151 I started reading NovaSquirrel's Game Of Life source code, which is a bit above my reading level https://g...
- Thu Jan 24, 2019 8:03 pm
- Forum: NESdev
- Topic: Famicom Party: Making NES Games, 1985-Style
- Replies: 17
- Views: 12827
Re: Famicom Party: Making NES Games, 1985-Style
Heh, totally. I wonder what 1985-style really was like!Sumez wrote:it's making NES games, 2019-style.
- Tue Jan 22, 2019 8:24 pm
- Forum: NESdev
- Topic: Famicom Party: Making NES Games, 1985-Style
- Replies: 17
- Views: 12827
Famicom Party: Making NES Games, 1985-Style
I came across Kevin Zurawel's book on NES development, Famicom Party. I believe it's still a work in progress but I enjoyed the chapters I read.
- Mon Jan 21, 2019 5:07 am
- Forum: NESdev
- Topic: Can you set breakpoints to debug ca65 code on a mac?
- Replies: 5
- Views: 5280
Re: Can you set breakpoints to debug ca65 code on a mac?
Nintaco has rather straight-forward debugging features, I'll try that.
Thanks!
Thanks!
- Sun Jan 20, 2019 9:09 am
- Forum: NESdev
- Topic: Can you set breakpoints to debug ca65 code on a mac?
- Replies: 5
- Views: 5280
Can you set breakpoints to debug ca65 code on a mac?
dougeff mentioned on NES: Technique for debugging CC65 code? that you can set breakpoints to debug in FCEUX. Unfortunately, on my Mac the brew-installed version of FCEUX does not include the ROM-specific File menu dropdowns which let you debug. My screenshot: https://imgur.com/a/iTwvNz4 versus a Win...