Search found 2626 matches

by dougeff
Wed Feb 19, 2020 4:21 pm
Forum: 2019 NESdev Competition
Topic: Unnamed fishing game
Replies: 2
Views: 201

Re: Unnamed fishing game

I like the graphics. Looking good.
by dougeff
Wed Feb 19, 2020 4:15 pm
Forum: NES Graphics
Topic: Hiring Pixel Artist - Tips / Standards ?
Replies: 1
Views: 145

Re: Hiring Pixel Artist - Tips / Standards ?

What tips could you provide to best make the transaction easier? Make it very clear the scope of the project and exactly what you want and exactly the time frame... would be very helpful in getting meaningful quotes. Have something to show the artist, a working demo, would be very good to prove to ...
by dougeff
Wed Feb 19, 2020 1:12 pm
Forum: NESdev
Topic: divide by 10
Replies: 4
Views: 254

divide by 10

I had this idea today, and surprisingly... it actually works. I got the idea when it occurred to me that >> 4 is the same as divide by 16, so if we could multiply the original value by 1.6 we could then >> 4 to get divide by 10. The closest easy-to-calculate-value I could think of was 13/8, which gi...
by dougeff
Mon Feb 10, 2020 11:07 am
Forum: 2019 NESdev Competition
Topic: Falling Tiles
Replies: 6
Views: 1565

Re: Falling Tiles

Finished. The controls should be self-explanatory. A regular controller in port 1 and a zapper in port 2. The port 1 controller is to navigate to the game, or to pause the game. The zapper is all you need for the game. You can even navigate to the game using only a zapper. Also, it should work on a ...
by dougeff
Tue Jan 28, 2020 11:22 am
Forum: SNESdev
Topic: Setting up a 24-bit pointer
Replies: 6
Views: 849

Re: Setting up a 24-bit pointer

You don't need y.

LDA [dp]

works too.
by dougeff
Sun Jan 26, 2020 1:45 pm
Forum: SNESdev
Topic: Retro-Assembler
Replies: 7
Views: 1441

Re: Retro-Assembler

I'm also working on SNES development tools. Including a tile / tilemap / palette editor.

Good to see other people working on SNES.
by dougeff
Fri Jan 24, 2020 12:08 pm
Forum: SNESdev
Topic: Retro-Assembler
Replies: 7
Views: 1441

Re: Retro-Assembler

The most popular assemblers are WLA, ca65, and asar.
by dougeff
Tue Jan 21, 2020 2:57 pm
Forum: Newbie Help Center
Topic: Custom SMB bowser code
Replies: 20
Views: 3018

Re: Custom SMB bowser code

lda 00
in hex A5 00

shouldn't this be
lda #00

in hex A9 00
by dougeff
Mon Jan 20, 2020 5:41 pm
Forum: SNESdev
Topic: M1TE - Tile Editor
Replies: 9
Views: 10165

Re: M1TE - Tile Editor

I might.

The next logical step would be mode 3, which should be easy. Or a Sprite editor, which would need all new code.

I don't know if I could do mode 7. If anything, it would have to be extremely minimal.

At my pace, maybe 2021 for the next thing.
by dougeff
Fri Jan 17, 2020 7:54 am
Forum: SNESdev
Topic: M1TE - Tile Editor
Replies: 9
Views: 10165

Re: M1TE - Tile Editor

Update. Now version 1.2. 1.1 - added more palette options (color picker) 1.2 - fixed palette bug - made the map editor faster - changed keys in tile editor (P = paste, H and V are flip) - save/load session saves map height - load any (reasonable) size tileset - added brush size for map editor - fixe...
by dougeff
Tue Jan 14, 2020 11:57 am
Forum: 2019 NESdev Competition
Topic: Falling Tiles
Replies: 6
Views: 1565

Falling Tiles

I'm working on a zapper game for the competition. Loosely based on several falling tiles mobile phone games. Still a little work to do, so no link yet. Here are some screen shots.
FallingTiles2.png
FallingTiles2.png (1.31 KiB) Viewed 1565 times
FallingTiles.png
FallingTiles.png (2.01 KiB) Viewed 1565 times
by dougeff
Tue Jan 14, 2020 11:52 am
Forum: 2018 NESdev Competition
Topic: Euchre
Replies: 6
Views: 5584

Re: Euchre

Better late than never.

Here's Revision C of Euchre, with new music by thecoolestnerdguy. Also, I put in a better random # generator.

http://dl.dropboxusercontent.com/s/qxjj ... uchre5.nes
by dougeff
Thu Jan 09, 2020 4:27 pm
Forum: SNESdev
Topic: Getting back into learning SNES programming, having trouble setting up WLA DX?
Replies: 5
Views: 1232

Re: Getting back into learning SNES programming, having trouble setting up WLA DX?

According to Google, PCX is a palette indexed file format used by the DOS program PC paintbrush, mostly in the 1980s, and has since been replaced with BMP, GIF, and PNG file formats.

How old is this SNES tutorial?
by dougeff
Sun Jan 05, 2020 7:19 pm
Forum: NESemdev
Topic: Some pipes lead to weird non-rooms in Super Mario Bros.
Replies: 15
Views: 2772

Re: Some pipes lead to weird non-rooms in Super Mario Bros.

My hunch is that there's some subtle CPU implementation bug instead of PPU wonkiness. This just doesn't feel like a PPU implementation failure to me .... well, at least as long as the sprite 0 hit is continuing to happen. I second this. Probably forgot some processor flag setting or clearing for 1 ...
by dougeff
Sat Jan 04, 2020 6:33 am
Forum: Newbie Help Center
Topic: BG tile collison when scrolling feed back
Replies: 4
Views: 1325

Re: BG tile collison when scrolling feed back

Increase the virtual block space, either double it, or even adding one more column on the right, would allow you to have half-on-screen blocks on both sides.

Alternatively, you could prevent all objects from touching the 16 pixel border of the map. Then the problem won't be noticed.