Search found 51 matches

by DevEd
Thu Feb 28, 2019 6:00 pm
Forum: GBDev
Topic: DevSound discussion
Replies: 18
Views: 18448

Re: Which sound driver?

My advice for making a sound engine from scratch... Don't. Use an existing one. Does this mean now is the time to write a converter from FamiTracker text export to DevSound bytecode? If you do make a FamiTracker to DevSound converter, I would appreciate support for 0CC-FamiTracker features supporte...
by DevEd
Sun Jan 14, 2018 9:13 am
Forum: GBDev
Topic: [Homebrew] My first game... yet another Snake!
Replies: 20
Views: 14146

Re: [Homebrew] My first game... yet another Snake!

FX Hammer has an official editor. I attached it for convenience.

That disassembly of FX Hammer you found is mine btw :mrgreen:
by DevEd
Mon Jan 08, 2018 10:45 am
Forum: GBDev
Topic: GBS Request
Replies: 346
Views: 207893

Re: GBS Request

I've actually been doing GBS rips for a while, it's just that few of them have recieved proper public releases. Most of my rips can be found here: http://devnet.sonicgamesdimension.net/GBS/ (Includes a few GBS files for unreleased games!) Kinda off-topic, but would a Discord server and/or IRC channe...
by DevEd
Sun Jan 07, 2018 11:04 am
Forum: GBDev
Topic: GBS Request
Replies: 346
Views: 207893

Re: GBS Request

BlackGuyRX wrote:Out of Gas (Unripped)
THIS IS MY TIME TO SHINE
by DevEd
Sun Jan 07, 2018 7:28 am
Forum: GBDev
Topic: DevSound discussion
Replies: 18
Views: 18448

Re: DevSound discussion

As it is, I have a series of macros that are designed to make composing with DevSound more than just writing hex. For example, you can actually type notes (e.g. C_3 or F#5) rather than their raw hex value. Pretty much every feature of DevSound can be used in this way; all commands have a "mnemonic" ...
by DevEd
Sat Jan 06, 2018 12:34 pm
Forum: GBDev
Topic: DevSound discussion
Replies: 18
Views: 18448

Re: DevSound discussion

Not at the moment, but I do plan to add SFX eventually. Right now I'm unsure of how to actually go about doing it. For now, DevSound supports integration with FX Hammer for SFX.
by DevEd
Sat Jan 06, 2018 9:39 am
Forum: GBDev
Topic: DevSound discussion
Replies: 18
Views: 18448

Re: DevSound discussion

I've considered making a converter for FamiTracker text export format, but I decided against it as it would be impossible to get the drums to be 1:1 with FamiTracker (and I'm kind of a stickler for accuracy).

Also I'm a noob at any programming language other than GB ASM :P
by DevEd
Sat Jan 06, 2018 8:33 am
Forum: GBDev
Topic: DevSound discussion
Replies: 18
Views: 18448

DevSound discussion

DevSound is a Game Boy sound driver created by me and pigdevil2010 (a.k.a. Pigu). It can be found here: https://github.com/DevEd2/DevSound . DevSound is a fairly advanced sound driver which was originally designed for use in games, but I feel it's shaping up to be a viable competitor to LSDJ. Howeve...
by DevEd
Sat Jan 06, 2018 8:25 am
Forum: GBDev
Topic: [Homebrew] My first game... yet another Snake!
Replies: 20
Views: 14146

Re: [Homebrew] My first game... yet another Snake!

To be honest, I should probably create a proper thread for DevSound here. Don't want to derail this one... 1. There is a WIP Deflemask converter, however the output will require some manual tweaking. I have attached the converter (which isn't mine BTW) if you're interested. (Requires Python 3 BTW) 2...
by DevEd
Fri Jan 05, 2018 4:16 pm
Forum: GBDev
Topic: [Homebrew] My first game... yet another Snake!
Replies: 20
Views: 14146

Re: [Homebrew] My first game... yet another Snake!

Sorry for the late reply, I don't check this place often. Right now, DevSound doesn't support SFX on its own. However, it is designed to integrate with FX Hammer, a sound effect system that was originally created as a companion to Carillon Editor. When using raw register writes for SFX (which IIRC i...
by DevEd
Thu Dec 28, 2017 4:13 pm
Forum: GBDev
Topic: [Homebrew] My first game... yet another Snake!
Replies: 20
Views: 14146

Re: [Homebrew] My first game... yet another Snake!

Pretty cool, although the sound could use a bit of work. It sounds really basic to me. On that note, here's a test to see if I could get DevSound (my own Game Boy music system) to work in your game. I mostly succeeded, although there are a few issues. First of all, DevSound expects to have full cont...
by DevEd
Mon Apr 20, 2015 10:15 am
Forum: NES Graphics
Topic: Mockups of games from other platforms
Replies: 199
Views: 48411

Re: Mockups of games from other platforms

I made that with NES Screen Tool, which doesn't support MMC5 attribute tables. I photoshopped in the 8x8 attributes, Shantae, and the HUD later. Here's how it looked before I added the 8x8 attributes: http://i.snag.gy/fUexQ.jpg BTWI made the Shantae sprite with NES Screen Tool as well. Link to image...
by DevEd
Sun Apr 19, 2015 4:37 pm
Forum: NES Graphics
Topic: Mockups of games from other platforms
Replies: 199
Views: 48411

Re: Mockups of games from other platforms

Bump.

Decided to do a Shantae mockup:
Image
BTW This is intended for MMC5.
by DevEd
Fri Apr 10, 2015 5:38 am
Forum: Web Issues
Topic: Issue with "Mark forums read"
Replies: 2
Views: 8247

Issue with "Mark forums read"

Just a minor issue with the "Mark forums read" feature: It only works until the next time you log in. I click the "Mark forums read" button, and it works fine. But when I come back the next day, all the forum icons are unread again. This even happens if there have been no new posts in those forums, ...
by DevEd
Mon Jun 09, 2014 4:38 am
Forum: NES Graphics
Topic: (Mockup) Labyrinth Zone
Replies: 31
Views: 15627

Re: (Mockup) Labyrinth Zone

This might be a good place to use a one-framed alternating dither pattern. Similar techniques were used for the shields in the 16-bit Sonic games, and for the water in the 8-bit games. Something like this? http://devnet.sonicgamesdimension.net/Picz/lz_altdither.gif (Please excuse the flickering, bu...