Search found 184 matches

by Sogona
Thu Feb 14, 2019 10:10 pm
Forum: General Stuff
Topic: The Difficulty of ARM Assembly
Replies: 57
Views: 23647

Re: The Difficulty of ARM Assembly

I have to say that I've grown to appreciate RISC more in the past year or so. My computer achitecture class is teaching 32-bit MIPS and I got a crash course on ARM thumb-0 in one of my classes last year. I like ARM a bit more though in that its instructions seem more similar to 6502, which I guess y...
by Sogona
Mon Dec 10, 2018 8:38 am
Forum: NESdev
Topic: mmc3 vs mmc5
Replies: 17
Views: 6516

Re: mmc3 vs mmc5

Bregalad wrote:
Sogona wrote:Uchuu Keibitai SDF is not a Konami game but a HAL-Laboratory game.
Oh, I was getting that confused with Laser Invasion then
by Sogona
Mon Dec 10, 2018 3:19 am
Forum: NESdev
Topic: mmc3 vs mmc5
Replies: 17
Views: 6516

Re: mmc3 vs mmc5

I know that one Konami game used the vertical splitscreen, but did any commercial games use the multiplier for anything? I'm curious as to how fast it would be.
by Sogona
Thu Oct 25, 2018 1:13 am
Forum: NESdev
Topic: Writing my own assembler
Replies: 76
Views: 22324

Re: Writing my own assembler

Are you planning on making this open source? :)
by Sogona
Wed Jun 13, 2018 9:37 pm
Forum: General Stuff
Topic: Homebrew on more modern consoles
Replies: 40
Views: 7879

Re: Homebrew on more modern consoles

Not to mention there isn't anything in particular that defines a game as a ps3 or xbox 360 game. They all look the same accross all systems. But to be fair, you can tell a huge difference between PS4 graphics and PS2 graphics, so in a sense they have their own style. It seems kinda dismissive to sa...
by Sogona
Tue Jun 12, 2018 9:39 pm
Forum: General Stuff
Topic: Homebrew on more modern consoles
Replies: 40
Views: 7879

Re: Homebrew on more modern consoles

I’d say the transition from 2D to 3D, as well as the scope of modern games getting exponentially bigger, would probably be the biggest hurdle for one person or a small team of people working on a game. Even with things like Unity and other engines / SDKs (I don’t know how much this simplifies things...
by Sogona
Mon Jun 11, 2018 2:27 am
Forum: General Stuff
Topic: How does the general population think old systems work?
Replies: 20
Views: 5927

Re: How does the general population think old systems work?

Oziphantom wrote:How that video by the 8bit guy explained they work is my guess
Is the way he explained it wrong? I’m not super familiar with C64 architecture, but his explanation for nes graphics at the end seemed short sweet and to the point.
by Sogona
Sat Jun 09, 2018 5:57 am
Forum: General Stuff
Topic: How does the general population think old systems work?
Replies: 20
Views: 5927

Re: How does the general population think old systems work?

The internet shouldn't take all the blame for making people not want to learn. At least, not in my part of the world. A good chunk of the blame can and should be placed squarely on our education system. We're teaching our kids to hate learning. We stuff them in a classroom and pound their brains wi...
by Sogona
Fri Jun 08, 2018 2:39 am
Forum: NES Music
Topic: Any DPCM replacement samples for SMB3 copyrighted ones?
Replies: 10
Views: 7272

Re: Any DPCM replacement samples for SMB3 copyrighted ones?

I guess it’s not as big of a deal as I thought it would be. I was able to find a snare drum on freesound that sounds pretty nice after being converted to DPCM. I did have a fondness for Palamedes’s drums, though.

Edit: Might as well share it if anyone's interested.
snare_short.bin
(417 Bytes) Downloaded 233 times
by Sogona
Thu Jun 07, 2018 10:48 pm
Forum: NES Music
Topic: Any DPCM replacement samples for SMB3 copyrighted ones?
Replies: 10
Views: 7272

Re: Any DPCM replacement samples for SMB3 copyrighted ones?

Are all the samples from nintendo-licensed games still protected under copyright?
by Sogona
Thu Jun 07, 2018 2:01 pm
Forum: NESdev
Topic: Collision detection problem with my project.
Replies: 46
Views: 13419

Re: Collision detection problem with my project.

[quote="dougeff”]Yes he should. He needs to change a tile. That requires an address.[/quote] You wanna treat the ball as an object with a hitbox though; not as a sprite. A full-fledged metasprite system probably isn’t necessary for this game. Kikutano, you could probably get by with just having vari...
by Sogona
Wed Jun 06, 2018 9:29 pm
Forum: NES Graphics
Topic: what does 8 bit graphics mean
Replies: 43
Views: 28330

Re: what does 8 bit graphics mean

Yeah, “8-bit” in layman’s terms is a bit of a misnomer. People knew the NES was an 8-bit console, but not fully understanding what that meant, assumed it had to do with the graphics, since as the consumer that’s reall all you’re supposed to know about. It wasn’t until I actually learned what bits we...
by Sogona
Wed Jun 06, 2018 9:20 pm
Forum: NESdev
Topic: Collision detection problem with my project.
Replies: 46
Views: 13419

Re: Collision detection problem with my project.

One thing that isn’t super trivial is figuring out how to “delete” nametable blocks - calculating the position in the nametable from the ball’s x and y position to draw new tiles to. It’s a bit more complicated than just dividing by 16 and looking up a byte in a collision map. I can’t recall off the...
by Sogona
Mon May 28, 2018 12:45 pm
Forum: NESdev
Topic: Erratic enemy movement?
Replies: 15
Views: 4515

Re: Erratic enemy movement?

For flying enemies, I was also thinking about trying polar coordinates to achieve some interesting flying patterns. Just having a variable for angle and radius. The only real issue with this is that you’d need subpixels for it to look good at all, and that’d make the look up table for conversion hu...