Search found 371 matches

by never-obsolete
Tue Dec 10, 2019 4:47 pm
Forum: NESdev
Topic: looking for a coder[paid]
Replies: 64
Views: 6222

Re: looking for a coder[paid]

Do you plan to do anything about the music?
by never-obsolete
Thu Nov 21, 2019 1:48 pm
Forum: NESemdev
Topic: Need help with mmc5.cpp source, for custom modification
Replies: 39
Views: 7777

Re: Need help with mmc5.cpp source, for custom modification

You could try unrolling your loop and using absolute indexed instead of indirect (assuming you didn't already do this).
by never-obsolete
Fri Nov 15, 2019 5:25 pm
Forum: NESemdev
Topic: Need help with mmc5.cpp source, for custom modification
Replies: 39
Views: 7777

Re: Need help with mmc5.cpp source, for custom modification

I quickly looked it over but it looks like DetectMMC5WRAMSize should return 256 for your case. In BuildWRAMSizeTable you only needed to add a case for when MMC5WRAMsize == 32, but hardcoding MMC5WRAMIndex []to always be 0-31 should also work. WRAM = (uint8*)FCEU_gmalloc(wsize * 262144); Unless wsize...
by never-obsolete
Thu Aug 01, 2019 11:25 am
Forum: NES Graphics
Topic: Graphics for a co-op Metroid-like
Replies: 4
Views: 11975

Re: Graphics for a co-op Metroid-like

I've been trying to improve the background and sky line. This is a surface area of the cave tileset.
map00.png
by never-obsolete
Mon Jul 01, 2019 8:52 pm
Forum: General Stuff
Topic: Comix Zone: most technically impressive "16 bit" game?
Replies: 50
Views: 22842

Re: Comix Zone: most technically impressive "16 bit" game?

General Chaos is fun if you have someone to play with.
by never-obsolete
Thu Jun 06, 2019 10:32 am
Forum: NES Graphics
Topic: Graphics for a co-op Metroid-like
Replies: 4
Views: 11975

Re: Graphics for a co-op Metroid-like

Thanks, I'll have to change those.
by never-obsolete
Mon Jun 03, 2019 3:55 pm
Forum: NES Graphics
Topic: Graphics for a co-op Metroid-like
Replies: 4
Views: 11975

Graphics for a co-op Metroid-like

Just looking for some opinions on the graphics I've been working on. I'm not too happy with the rock columns in the cave tileset or the areas that are supposed to be solid dirt (the gray and brown rocks). Jungle / Cave: map02.png palj.PNG Color 3 of sub-palettes 0,1, and 3 are unused. Sewer: map0A.p...
by never-obsolete
Sun Apr 28, 2019 6:08 pm
Forum: Homebrew Projects
Topic: Ruby Runner motion test
Replies: 46
Views: 24878

Re: Ruby Runner motion test

If you're interested, I have a custom mapper that is based on the FME-7, but supports the extended attributes of the MMC5 and is able to do the bank-per-tile idea you mentioned. I have it working on the PowerPak and in Mesen.
by never-obsolete
Thu Apr 04, 2019 8:53 pm
Forum: General Stuff
Topic: Why does everything need installing these days? (C compiler)
Replies: 18
Views: 8322

Re: Why does everything need installing these days? (C compi

I've have Dev C++/MinGW on a flash drive. IIRC, the portable version just needs to be extracted to a folder.
by never-obsolete
Tue Apr 02, 2019 10:42 am
Forum: NESdev
Topic: Batch files as a build system for ASM6 projects
Replies: 15
Views: 9464

Re: Batch files as a build system for ASM6 projects

I think he meant one batch file is build all (assets and code) and the other is just build (code) and you run the appropriate script based on what you are editing.

If not, it's something I've done before to minimize build time on my laptop.
by never-obsolete
Tue Mar 26, 2019 6:15 pm
Forum: NES Graphics
Topic: Ways of implementing sprite animations
Replies: 42
Views: 21914

Re: Ways of implementing sprite animations

I keep three arrays for animation handling: Object_Animation - the current animation number Object_Frame - the current frame number in that animation Object_AnimTimer - the timer for the current frame The structure of my animations are: [frame id], [timer] [frame id], [timer] ... [control code] The ...
by never-obsolete
Mon Mar 04, 2019 12:08 pm
Forum: NESdev
Topic: have you ever used recursion on the NES?
Replies: 23
Views: 9477

Re: have you ever used recursion on the NES?

A* maybe...without looking at the code, I think I looped over a FIFO queue.

Building metatiles out of metatiles out of metatiles could be a candidate, but you usually have a fixed depth so not much to gain there.
by never-obsolete
Sat Mar 02, 2019 10:42 am
Forum: NESdev
Topic: Best data structure for LTTP-style maps
Replies: 9
Views: 6866

Re: Best data structure for LTTP-style maps

I'm a little curious what you mean about the row pointers. You mean that you keep your row pointers in RAM loaded with the address to read the need row? I've always treated these as temporary variables and started from scratch each time. Every time that I scroll, I've got to recalculate the positio...
by never-obsolete
Sat Mar 02, 2019 6:36 am
Forum: General Stuff
Topic: Do I brag about my own projects too much?
Replies: 22
Views: 13546

Re: Do I brag about my own projects too much?

I think including examples of where a solution was used can be helpful. Someone can then take a closer look at that game and see how that decision may have impacted the final product.
by never-obsolete
Sat Feb 23, 2019 8:29 am
Forum: NESdev
Topic: Best data structure for LTTP-style maps
Replies: 9
Views: 6866

Re: Best data structure for LTTP-style maps

For my project each area is allowed 9 screens which are 16x14 metatiles in size. Metatiles are 2x2 tiles in size. I decompress the entire metatile map to ram, and update the row pointers that are also in ram to reflect the arrangement of the 9 screens. The metatile definitions are also in ram to all...