Search found 1284 matches

by Kasumi
Sat Feb 01, 2020 3:09 pm
Forum: NESdev
Topic: FMV on NES (dream I had)
Replies: 16
Views: 4963

Re: FMV on NES (dream I had)

I am surprised no one has linked this: http://forums.nesdev.com/viewtopic.php? ... xt#p170357 (Cowboy Bebop NES)
Or this: viewtopic.php?f=2&t=11290 (Three short scenes)
So I will.
by Kasumi
Fri Dec 13, 2019 1:22 pm
Forum: NES Graphics
Topic: Dev tools: MAPeD-SPReD [win/linux]
Replies: 33
Views: 35705

Re: Dev tools: MAPeD-SPReD [win/linux]

Indeed, this one: http://forums.nesdev.com/viewtopic.php?f=2&t=7111

I recognized the exact problem dougeff described, so I assumed this must be the right topic too. Sorry about that. :oops:
by Kasumi
Wed Dec 11, 2019 5:09 am
Forum: NES Graphics
Topic: Dev tools: MAPeD-SPReD [win/linux]
Replies: 33
Views: 35705

Re: Dev tools: MAPeD-SPReD [win/linux]

Strong agree about the palette.
by Kasumi
Sat Aug 10, 2019 1:06 am
Forum: Newbie Help Center
Topic: cc65 not compiling code
Replies: 13
Views: 6727

Re: cc65 not compiling code

PAUSE is not a function of nesasm3, it's one of the windows command line. Adding PAUSE to any .bat, NES related or not will have the same effect.

Edit, because it was only implied, not directly stated: You can add PAUSE to this script too.
by Kasumi
Tue Jul 09, 2019 7:55 am
Forum: NES Music
Topic: Write NES Music In NSF Format
Replies: 9
Views: 6474

Re: Write NES Music In NSF Format

An NSF is really just a ROM. In the case of NSFs that contain audio from commercial game, it's the commercial ROM with the game engine/graphical display/enemy and player logic hacked out, leaving only the music player and data. Editing an NSF to have new sounds is not fundamentally flawed, but it's ...
by Kasumi
Fri May 17, 2019 5:31 am
Forum: Newbie Help Center
Topic: Problem with borrowed (opensource) graphics, can't edit them
Replies: 22
Views: 15939

Re: Problem with borrowed (opensource) graphics, can't edit

You can give a shot to my tool which doesn't care about the specific colors you are using, and doesn't care about whether the image is indexed or not. It's designed to work with backgrounds, but this doesn't matter if all your sprites are tile aligned anyway. Just keep in mind it works on PNG images...
by Kasumi
Sun May 05, 2019 4:26 am
Forum: Newbie Help Center
Topic: Hardware limitations?
Replies: 9
Views: 6346

Re: Hardware limitations?

Ah! To answer the specific minigame part, the cross hair idea would be 100% fine.
by Kasumi
Sat May 04, 2019 1:24 am
Forum: Newbie Help Center
Topic: Hardware limitations?
Replies: 9
Views: 6346

Re: Hardware limitations?

You are correct. You can see most everything about what a given game is doing graphically quite easily in a debugger emulator. (Like Mesen, or FCEUX). https://i.imgur.com/jaO9mVc.gif In Mesen, pressing ctrl+P will open the PPU viewer. (You can also get there from tools, debugger, then tools, ppu vie...
by Kasumi
Wed May 01, 2019 10:02 pm
Forum: Newbie Help Center
Topic: Hardware limitations?
Replies: 9
Views: 6346

Re: Hardware limitations?

Hah, I was just about to post that. (I also made it :wink: ) You can find a more verbose version here: https://pixelation.org/index.php?topic=10784.msg115062#msg115062 Game mechanics limitations are... harder to pin down? Like, usually, if you're dedicated you can think of a way to do whatever. Even...
by Kasumi
Mon Apr 22, 2019 1:31 am
Forum: NES Graphics
Topic: Ways of implementing sprite animations
Replies: 42
Views: 27963

Re: Ways of implementing sprite animations

Add animation, add frame. Click play. Add animation, click the new animation in the list. Unhandled exception. Open program, add animation, export asm. Type any filename. Unhandled exception. I actually cannot find a way to export asm without crashing, but perhaps something much earlier I did breaks...
by Kasumi
Sat Apr 13, 2019 2:00 am
Forum: Newbie Help Center
Topic: Increasing x_pos by 4, but sprite can move outside of grid?
Replies: 12
Views: 6639

Re: Increasing x_pos by 4, but sprite can move outside of gr

In this case, if the values were: player_move_speed = 1 player_move_speed_sub = 0 That would be the same as just incrementing one pixel per frame, correct? Correct. player_move_speed = 255 player_move_speed_sub = 255 that would be 99.70% of the horizontal width of the screen per frame? Sort of, but...
by Kasumi
Tue Apr 02, 2019 9:07 am
Forum: NESdev
Topic: Batch files as a build system for ASM6 projects
Replies: 15
Views: 10725

Re: Batch files as a build system for ASM6 projects

But, assuming the goal is to get this audio driver for ASM6 into NES Maker, NES Maker handles the CHR, and the text, and the whatever. I understand you can come up with cases that add to build time, but are they cases that affect what you are currently doing? Your streaming background code is a rath...
by Kasumi
Tue Apr 02, 2019 6:19 am
Forum: NESdev
Topic: Batch files as a build system for ASM6 projects
Replies: 15
Views: 10725

Re: Batch files as a build system for ASM6 projects

But this is not recompressing 15K of RPG script. How many seconds will rebuilding this take?
by Kasumi
Sat Mar 30, 2019 11:55 pm
Forum: NES Graphics
Topic: Ways of implementing sprite animations
Replies: 42
Views: 27963

Re: Ways of implementing sprite animations

From what I understand your tool set is an all-in-one conversion from a sequence of images to CHRs, palettes, metasprites and animations? Yes. You open an image sequence. You wait (sometimes an hour, if you're doing something insane like 255 frames of Street Fighter 3 Third Strike animation). You o...
by Kasumi
Fri Mar 29, 2019 9:05 pm
Forum: NES Graphics
Topic: Ways of implementing sprite animations
Replies: 42
Views: 27963

Re: Ways of implementing sprite animations

I've seen some gifs of mind blowing tools by kasumi but I don't know if he/she has shared anything related to animation sequences of existing CHR and metasprite data. Coming soon™ since 2018! https://i.imgur.com/FrwmyMd.gif https://i.imgur.com/990NV3x.gif Import an image sequence, get CHR data and ...