Search found 41 matches

by psc
Wed Mar 08, 2017 8:17 pm
Forum: Homebrew Projects
Topic: Lizard
Replies: 189
Views: 92462

Re: Lizard

Sprites are a nice idea, but I simply don't have the free palettes to use on either clouds, or dots on the water. Lizard eye is white, cloud/water is white. Don't need exact color match for dots on water. Could even use a bright yellow or grey. Also, the clouds (spoiler?) aren't actually "backgroun...
by psc
Wed Mar 08, 2017 5:03 pm
Forum: Homebrew Projects
Topic: Lizard
Replies: 189
Views: 92462

Re: Lizard

Since Brad is busy finalizing Lizard and definitely not getting distracted by trivial forum posts, I'll share my thoughts on how I would approach more parallax on a stage such the Lizard river zone, for the benefit of everyone except him, since he is too busy to be distracted by this... - The scinti...
by psc
Mon Jun 13, 2016 1:33 pm
Forum: Homebrew Projects
Topic: Progress Thread -- Super Smash Bros. NES
Replies: 18
Views: 24341

Re: Progress Thread -- Super Smash Bros. NES

On your palette setup, one thing you could do for projectiles is flicker between palettes for unique colors. A good example of this is Rose's fireball in Street Fighter Alpha Game Boy Color: https://www.youtube.com/watch?v=kiZgy8Vv1xo (1:37). Of course YouTube is affecting the framerate here, but fo...
by psc
Thu Jun 02, 2016 11:19 am
Forum: General Stuff
Topic: Home Alone 2 (NES) source code found/made available
Replies: 12
Views: 6497

Re: Home Alone 2 (NES) source code found/made available

Saw a bunch of exe files in that. Think any are development tools? I've often been curious as to what programs were being used for development then. I'm certain not every game had a guy that took colored-pencil sprites on graph paper and transcribed them to hex, haha. I've talked to some devs from ...
by psc
Fri Jan 29, 2016 7:47 pm
Forum: NESdev
Topic: Change palette values per scanline in practical way
Replies: 28
Views: 7249

Re: Change palette values per scanline in practical way

I've already made a mid-frame palette update demo you can try here: http://forums.nesdev.com/viewtopic.php?f=2&t=12830 It is in fact possible to update a palette (single color) without destroying the sprites, HOWEVER, this only works on two precise spots of the screen. But your question was "is it p...
by psc
Mon Nov 16, 2015 5:30 pm
Forum: GBDev
Topic: Any fullsize gameboy homebrews? Cart production?
Replies: 15
Views: 8023

Re: Any fullsize gameboy homebrews? Cart production?

Gunman Clive is a platformer (although just one stage right now): http://pdroms.de/news/gameboy/ Pandocs, BGB emulator, and RGBASM are what you would need to get started. Most GameBoy projects, such as the GB Jam, tend to be computer programs dressed up in a GB style. It seems there are fewer collec...
by psc
Thu Oct 29, 2015 6:39 pm
Forum: NESdev
Topic: Looking for NES Coder ( Paid )
Replies: 106
Views: 42130

Re: Looking for NES Coder ( Paid )

You nailed the hammer on the head. I'm not sure how to describe it, but I feel the same way. It's just like a bunch of random sounds, which might worked ok if what was happening onscreen was really frantic, but it seemed pretty mellow for the most part. Here's an example of the style, for those who...
by psc
Thu Oct 29, 2015 6:21 pm
Forum: NESdev
Topic: Looking for NES Coder ( Paid )
Replies: 106
Views: 42130

Re: Looking for NES Coder ( Paid )

Once the game is done, there's no point in saying "blah blah music sucks" or "this animation looks weird". Keep the negativity to yourself. Firstly, we should all remember that Tepples was a hired hand, and not the creative force behind this project. I congratulate him for achieving the goal and de...
by psc
Tue Oct 27, 2015 9:19 pm
Forum: NESdev
Topic: Looking for NES Coder ( Paid )
Replies: 106
Views: 42130

Re: Looking for NES Coder ( Paid )

I would like to see this project succeed, but if there isn't a strong marketing push, you're going to miss out on your prime window. Who wants to play a Halloween themed game during Thanksgiving or Christmas? I agree with DRW that it's very odd that there seems to be no gameplay or even screenshots ...
by psc
Mon Sep 07, 2015 2:24 pm
Forum: NESdev
Topic: Status Bar + palette swap
Replies: 34
Views: 10706

Re: Status Bar + palette swap

Hey, I have experience with mid-frame palette updates: http://forums.nesdev.com/viewtopic.php?f=2&t=12830 If you use Blargg's NMI sync, you can achieve more accurate results stuffing the updates into the Hblank period. What you may not realize is that each time you reset/power the system, the PPU ha...
by psc
Sun Jun 28, 2015 5:34 pm
Forum: NESdev
Topic: Looking for NES Coder ( Paid )
Replies: 106
Views: 42130

Re: Looking for NES Coder ( Paid )

Any idea how long this project may take? Is there a timeline? I'm curious what the process is for plotting out such a project. I'm assuming you already had experience from previous side-scrolling engines, so you weren't starting from scratch.
by psc
Fri Jun 12, 2015 3:46 pm
Forum: NES Graphics
Topic: About TMNT - Tournament Fighters.
Replies: 5
Views: 3932

Re: About TMNT - Tournament Fighters.

Hothead is so large (wide) that he easily exceeds the 8 sprite per scanline limit of the hardware. It was probably a producer's decision to disallow 2 Hotheads, as some players might think there is something wrong with their system with so much flicking going on. Excessive flickering does get distra...
by psc
Mon Jun 01, 2015 3:00 pm
Forum: NES Graphics
Topic: Mid-frame OAMDMA "Bad Things"...are what?
Replies: 10
Views: 5144

Re: Mid-frame OAMDMA "Bad Things"...are what?

If $0D looks darker than $0F, then your TV set is not tuned correctly. How would it be tuned? This is a mid 1980's Sony with contrast, saturation, and brightness. $0F is still black, I'm just saying that on my set $0D makes it even darker, in that there seems to be less glow from surrounding palett...
by psc
Mon Jun 01, 2015 1:57 pm
Forum: NES Graphics
Topic: Mid-frame OAMDMA "Bad Things"...are what?
Replies: 10
Views: 5144

Re: Mid-frame OAMDMA "Bad Things"...are what?

Running DMA mid-frame will produce about 4 lines of glitchy effects. Not exactly useful. I've tested this on an Everdrive cart on the real hardware. Even if you disable sprites and run it, it still visibly glitch (unlike on the GameBoy). Updating DMA mid-frame can be useful, but I'm not sure of a wa...
by psc
Thu May 28, 2015 3:22 pm
Forum: NES Graphics
Topic: Some art from my old Sonic project
Replies: 35
Views: 14087

Re: Some art from my old Sonic project

One of the really great things about your Sonic art is how natural it seems to fit the system. It doesn't look like a game trying to be something it's not. It could pass for an original NES title. I know your engine isn't finished, but it would be so great to be able to see the visuals on a ROM thro...