Search found 186 matches

by MetalSlime
Sat Feb 12, 2011 5:53 am
Forum: Newbie Help Center
Topic: Dynamic Memory Allocation
Replies: 25
Views: 6342

I interleave my object data like Tokumaru, except that I give them specific labels from the start. The objects (enemies) in my current project don't vary much so I haven't needed to re-label fields for different uses. I like declaring the object data in interleaved blocks because it's really easy to...
by MetalSlime
Mon Feb 07, 2011 7:10 am
Forum: SNESdev
Topic: SNES game with NES-like graphics
Replies: 21
Views: 7582

So Bregalad also programs for the NES because of the lack of tools for SNES development, is that right? I don't get you guys... If that's really the case, there are plenty of more modern platforms where you could be making games, I can't possibly believe it's just the lack of tools. For me the inte...
by MetalSlime
Wed Feb 02, 2011 12:28 am
Forum: NESdev
Topic: new nesasm tutorial
Replies: 28
Views: 8445

Re: new nesasm tutorial

erana wrote: I reworked the patater.com nesasm tutorial to make it more compact
and more readily for programming the nes.
I think this is the problem. I checked the patater.com nesasm tutorial and it's the one written by GbaGuy.
by MetalSlime
Sat Jan 29, 2011 4:54 am
Forum: NESdev
Topic: Logical quesiton for a puzzle game
Replies: 4
Views: 2208

What kind of puzzle game are you planning on making?
by MetalSlime
Sat Jan 29, 2011 4:32 am
Forum: NES Music
Topic: Sound update timing problems
Replies: 25
Views: 11015

Anyway, I got idea that you prefer NMI way. I would like to hear what others use and what commercial games used (if someone examined them) - to get idea what is common, what is not, etc. I use the NMI way. I have a generalized VRAM update buffer that gets filled with updates in the game logic. When...
by MetalSlime
Fri Jan 28, 2011 7:58 am
Forum: Homebrew Projects
Topic: [NES] Ramses Game
Replies: 13
Views: 9377

Thanks for the comments everyone. I'll try to answer some of them The animation of them coming up and down the holes is pretty smooth. I'm not sure how you did it, but you really managed to make it look like they subside into shadows when they go back down the hole. Very cool! I'm not quite sure how...
by MetalSlime
Wed Jan 26, 2011 3:30 am
Forum: Homebrew Projects
Topic: [NES] Ramses Game
Replies: 13
Views: 9377

[NES] Ramses Game

Ramses Game is my NES homebrew. Story Ramses (the hero) was kidnapped from his home by space pirates and sold at a slave auction in the Artajian system to a cruel master named Bonehammer. Now he finds himself on a monster-infested planet, trapped in a strange prison with a bomb strapped to his ches...
by MetalSlime
Wed Jan 19, 2011 12:14 am
Forum: General Stuff
Topic: Magfest 9 - NES panel with VIDEOS
Replies: 29
Views: 7540

Thanks for posting these vids. Really cool to see some more of BK2. And thanks for showing my game too.
by MetalSlime
Wed Jan 19, 2011 12:12 am
Forum: Newbie Help Center
Topic: Temp/Scratch Variables
Replies: 12
Views: 4073

Just out of curiosity, how do you go about debugging when you don't know the exact address of each variable you're using? Is there some other way you keep track of it? I use ca65 and I tell the assembler/linker to output list/map files. Then I use a utility that Gradualore wrote called nlgen that r...
by MetalSlime
Sun Jan 16, 2011 6:24 am
Forum: Newbie Help Center
Topic: Urgh.. Nametables..
Replies: 10
Views: 3217

Yes, I'd pad the shorter message with spaces so that they overwrite the previous message completely.
by MetalSlime
Sat Jan 15, 2011 6:22 am
Forum: Newbie Help Center
Topic: Urgh.. Nametables..
Replies: 10
Views: 3217

One common solution is to create something called a drawing buffer. Outside of NMI you run your game logic and if you need to make any screen updates, you add them to your drawing buffer. Then when NMI comes around, signaling vblank, you unload the contents of your drawing buffer to the PPU. The dra...
by MetalSlime
Tue Jan 11, 2011 3:25 pm
Forum: General Stuff
Topic: Interest in a nesdev coding compo?
Replies: 173
Views: 41585

1) Blogs are fine, but possibly not the best presentation style for a contest. They are more suited to a chronology of independent topics, not a contest with some (possibly) dynamic content (list of entrants and their submissions, all in a table on one page). 2) nintendoage.com would get a lot more...
by MetalSlime
Tue Jan 11, 2011 7:58 am
Forum: General Stuff
Topic: Magfest 9 - NES panel with VIDEOS
Replies: 29
Views: 7540

Sivak, sent you a rom today.
by MetalSlime
Tue Jan 11, 2011 7:56 am
Forum: General Stuff
Topic: NESdev compo rules proposal #1
Replies: 20
Views: 5977

June 1 sounds good to me. That gives room to have two competitions in the year:
  1. Competition 1
    1. start: January 1st
    2. deadline: June 1st
    3. judging in June
  2. Competition 2
    1. start: July 1st
    2. deadline: December 1st
    3. judging in December
by MetalSlime
Tue Jan 11, 2011 7:37 am
Forum: General Stuff
Topic: Interest in a nesdev coding compo?
Replies: 173
Views: 41585

Cool. Just let me know when you get the NA site up and I'll take mine down. I just wanted to help push things along.