Search found 96 matches
You've probably already seen this on Twatter, but I'll share it here as well. Here's the textured NES raycaster I made the other day, and this should be it for a while. Still has lots of room for improvement (improving fisheye correction, fixing the last clipping issues) but I need to work on other ...
Hah I see you guys are already dissecting this! I've actually made a version that uses a bit more RAM (32 zeropage bytes) which speeds up the process a bit, but yeah it's mostly math. As for how the data is structured, I have sin/cos LUTs with 256 entries, as well as a LUT for every pixel of the pic...
- Sat Jun 22, 2019 9:40 am
- Forum: NESdev
- Topic: New PPU quirk while swapping palettes mid-frame?
- Replies: 3
- Views: 6925
So I noticed something pretty odd with my palette swapping routine on real hardware. Sometimes, when I swap palettes mid-frame, the background colour is wrong. https://cdn.discordapp.com/attachments/352436568062951427/592010016844808192/20190623_000309.jpg https://cdn.discordapp.com/attachments/3524...
Mind if you send it my way? I've been searching for it all over the internet without successMrNorbert1994 wrote:Yes.Vectrex2809 wrote:Does anyone have an NSF of Mad Max?
- Fri Jan 26, 2018 12:45 pm
- Forum: Homebrew Projects
- Topic: Tetrastar-style pseudo mode-7
- Replies: 4
- Views: 4430
Just posting this little idea I had these last 2 days. I wanted to make a Tetrastar style pseudo-mode 7 effect for my menu, and here are the results
- Tue Nov 21, 2017 5:26 pm
- Forum: NESdev
- Topic: Procedural level generation on the NES?
- Replies: 24
- Views: 12558
I actually did some simple procedural generation on the NES. In Brony Blaster , I randomly generate a path between the rooms, then I randomly choose from 16 sets of 16 rooms depending on how many doors the room has. It's rather simple but it works. - https://www.youtube.com/watch?v=Uyp31O3xSRY (This...
I know 4 Nin Uchi Mahjong also did this to display a large number of Kanji in an NROM gamelidnariq wrote:It seems to be a pretty common technique — Bisqwit (in analyzing a pirate multicart) found that Konami had done the same for the Goonies title screen.
So, I fired up Faxanadu and I noticed that game has a pretty interesting way to show text during gameplay in a way that doesn't eat up too much of the available CHR but having a full ASCII(?) fontstet in the data that's being copied into 64 tiles of CHR-RAM. I think it's a pretty cool way to display...
- Tue Aug 22, 2017 6:37 pm
- Forum: NESdev
- Topic: x and y registers used as a "this" vs. "that" idiom.
- Replies: 28
- Views: 5963
I always use X for "this" entity and Y for other stuff like child entities, lookup tables (for entities that move in a sinusoidal way, like moving platforms in REKT ). As somebody else already mentioned, the use of X is great since it lets you use INCs and DECs with your entities, which is amazing f...
So I've been programming my next title, REKT, and I decided to make a little scrolling text screen with a few raster effects on it for the game to show credits, scores, etc. when you stay on the title screen for too long. After finishing it, I feel like it looks pretty cool (especially on a real NES...