Search found 1285 matches
- Tue Apr 06, 2021 9:21 pm
- Forum: NES Graphics
- Topic: OverlayPal: A graphics tool for automatic sprite overlay creation
- Replies: 11
- Views: 8322
Re: OverlayPal: A graphics tool for automatic sprite overlay creation
I haven't checked this forum in quite some time. If you're interested in trying out the new I-CHR, I'm happy to give anyone interested access, PM me. It's probably not better, but how it does sprites is not grid or row based which might have academic appeal. But... it's also not open source. It does...
- Sat Feb 01, 2020 3:09 pm
- Forum: NESdev
- Topic: FMV on NES (dream I had)
- Replies: 16
- Views: 10568
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.
Or this: viewtopic.php?f=2&t=11290 (Three short scenes)
So I will.
- Fri Dec 13, 2019 1:22 pm
- Forum: NES Graphics
- Topic: Dev tools: MAPeD-SPReD [win/linux]
- Replies: 38
- Views: 59725
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.
I recognized the exact problem dougeff described, so I assumed this must be the right topic too. Sorry about that.
- Wed Dec 11, 2019 5:09 am
- Forum: NES Graphics
- Topic: Dev tools: MAPeD-SPReD [win/linux]
- Replies: 38
- Views: 59725
Re: Dev tools: MAPeD-SPReD [win/linux]
Strong agree about the palette.
- Sat Aug 10, 2019 1:06 am
- Forum: Newbie Help Center
- Topic: cc65 not compiling code
- Replies: 13
- Views: 11037
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.
Edit, because it was only implied, not directly stated: You can add PAUSE to this script too.
- Tue Jul 09, 2019 7:55 am
- Forum: NES Music
- Topic: Write NES Music In NSF Format
- Replies: 9
- Views: 10819
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 ...
- Fri May 17, 2019 5:31 am
- Forum: Newbie Help Center
- Topic: Problem with borrowed (opensource) graphics, can't edit them
- Replies: 22
- Views: 21452
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...
- Sun May 05, 2019 4:26 am
- Forum: Newbie Help Center
- Topic: Hardware limitations?
- Replies: 9
- Views: 11301
Re: Hardware limitations?
Ah! To answer the specific minigame part, the cross hair idea would be 100% fine.
- Sat May 04, 2019 1:24 am
- Forum: Newbie Help Center
- Topic: Hardware limitations?
- Replies: 9
- Views: 11301
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...
- Wed May 01, 2019 10:02 pm
- Forum: Newbie Help Center
- Topic: Hardware limitations?
- Replies: 9
- Views: 11301
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...
- Mon Apr 22, 2019 1:31 am
- Forum: NES Graphics
- Topic: Ways of implementing sprite animations
- Replies: 45
- Views: 51691
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...
- 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: 10454
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...
- Tue Apr 02, 2019 9:07 am
- Forum: NESdev
- Topic: Batch files as a build system for ASM6 projects
- Replies: 15
- Views: 14698
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...
- Tue Apr 02, 2019 6:19 am
- Forum: NESdev
- Topic: Batch files as a build system for ASM6 projects
- Replies: 15
- Views: 14698
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?
- Sat Mar 30, 2019 11:55 pm
- Forum: NES Graphics
- Topic: Ways of implementing sprite animations
- Replies: 45
- Views: 51691
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...