Search found 189 matches

by Marscaleb
Fri Apr 03, 2020 9:14 pm
Forum: NES Graphics
Topic: Looking for a pixel artist for a collaborative NES game
Replies: 4
Views: 329

Re: Looking for a pixel artist for a collaborative NES game

I would probably enjoy working on your project. But I am really trying to focus on my own projects; I've got my own game I'm trying to build and release. But I am interested, so, maybe I'll help out. I can't work full time or anything, but I might be able to contribute some environment art so long a...
by Marscaleb
Sun Mar 15, 2020 9:51 pm
Forum: General Stuff
Topic: Ever seen a program that will look for duplicate files?
Replies: 9
Views: 2544

Re: Ever seen a program that will look for duplicate files?

So after Fisher suggested fslint I did a search for equivalent programs in windows and was directed to "dupeGuru." It didn't work quite like I expected and just this weekend got around to reading through the documentation to get it figured out. And I don't much care for it's interface; I wound up so...
by Marscaleb
Sat Mar 07, 2020 2:37 pm
Forum: General Stuff
Topic: Ever seen a program that will look for duplicate files?
Replies: 9
Views: 2544

Ever seen a program that will look for duplicate files?

So I've got a bunch of files I've copied over from an old computer. Most - but not all - of these files already exist on my current computer somewhere else. And going through these files manually is going to take some time... Anyone ever seen a program that can scan through some files in different f...
by Marscaleb
Sat Feb 01, 2020 12:57 pm
Forum: NESdev
Topic: FMV on NES (dream I had)
Replies: 16
Views: 3154

Re: FMV on NES (dream I had)

Fiskbit wrote:
Sat Feb 01, 2020 10:50 am
Examples of this include Doom on NES
Holy crap that's amazing!
by Marscaleb
Sat Feb 01, 2020 12:43 pm
Forum: Other Retro Dev
Topic: Why was the GBA sound so poor?
Replies: 36
Views: 7182

Re: Why was the GBA sound so poor?

If by "the last statement" you mean this part of your post who accidentally become pasted in my post ? Whoops; well that was embarrassing. I'm gonna just remove that entirely, since I was replying to something you didn't say. That said, do you have a list of soundtracks that use PSG? I'd like to co...
by Marscaleb
Sat Feb 01, 2020 10:53 am
Forum: Other Retro Dev
Topic: Why was the GBA sound so poor?
Replies: 36
Views: 7182

Re: Why was the GBA sound so poor?

[redacted] I've been listening to a lot of video game soundtracks at work, and it's been annoying me how every time a GBA song is played, I always think I'm hearing a bad recording until I can remind myself "Nope, no, that's just how the GBA sounds." It's really disappointing, because so many of the...
by Marscaleb
Sat Feb 01, 2020 10:26 am
Forum: NESdev
Topic: FMV on NES (dream I had)
Replies: 16
Views: 3154

FMV on NES (dream I had)

Okay, so this idea literally came to me in a dream last night. I don't think anyone would ever bother doing this, but I am just wondering if this is technically possible. First off, you'd need to create a custom cart. Now install a modern flash drive of some sort onto this cart so you'd have megs or...
by Marscaleb
Sat Jan 11, 2020 9:44 pm
Forum: Other Retro Dev
Topic: Why was the GBA sound so poor?
Replies: 36
Views: 7182

Re: Why was the GBA sound so poor?

2- The GBA has no meaningful coprocessors. Unlike the SNES's APU, and almost every other newer console, there's no ability to farm out sound to something else to handle mixing - it all has to be done by the 17MHz ARM CPU. Cutting a little into sound quality to avoid slowdown was often deemed worthw...
by Marscaleb
Sat Jan 11, 2020 3:54 pm
Forum: Other Retro Dev
Topic: Why was the GBA sound so poor?
Replies: 36
Views: 7182

Why was the GBA sound so poor?

Why was all the music (and sound in general) so poor on the GBA? I don't know the correct terms, but the sound just had a really low fidelity, like everything was playing with a mild static sound pasted over it. Now I understand that part of this is just because - as a portable console - most of the...
by Marscaleb
Fri Dec 27, 2019 10:11 pm
Forum: General Stuff
Topic: SNES emulator with tilemap viewer?
Replies: 4
Views: 2491

Re: SNES emulator with tilemap viewer?

Cool, thanks!
I just downloaded bsnes plus and found it. It was kinda buried in the debug menu. Also it doesn't look like it updates every frame but I guess I don't actually need such a feature.
by Marscaleb
Fri Dec 27, 2019 8:58 pm
Forum: General Stuff
Topic: SNES emulator with tilemap viewer?
Replies: 4
Views: 2491

SNES emulator with tilemap viewer?

One of the nifty features in FCEUX is how you can open a nametable viewer and see the entire background layer as it exists inside the memory.
Is there a SNES emulator that lets me do this with SNES games? There's a couple games out there that I'd like to take a closer look at their tilemaps.
by Marscaleb
Thu Dec 19, 2019 7:11 pm
Forum: General Stuff
Topic: What are your favorite ways games have ended levels?
Replies: 21
Views: 7514

Re: What are your favorite ways games have ended levels?

I like games that let you control your character and "show off" a bit while the level-ending sequence is happening. In Ninja Gaiden 1, we'd always try to see how far up the wall you could wall jump before it finished the ending sequence. Yars Revenge on the Atari was fun to fly and dance around the...
by Marscaleb
Wed Dec 18, 2019 11:43 pm
Forum: General Stuff
Topic: What are your favorite ways games have ended levels?
Replies: 21
Views: 7514

What are your favorite ways games have ended levels?

I'm just kinda wondering what responses people might have to this question. What are some of your favorite ways that a game has presented a "level goal" to the player? To clarify what I'm talking about, the most well-known examples: In the original Super Mario Bros (And in any Mario game this centur...
by Marscaleb
Sat Nov 16, 2019 8:42 am
Forum: GBDev
Topic: Super Game Boy system extensions
Replies: 33
Views: 7564

Re: Super Game Boy system extensions

Well I'm not talking about running the game exclusively on the SNES, like Space Invaders does. I mean to run a program while still running a (nearly) typical game boy game. So the game Boy could be running its normal program (sans sprites), the SGB is is displaying the GB screen and its other effect...
by Marscaleb
Fri Nov 15, 2019 10:21 pm
Forum: GBDev
Topic: Super Game Boy system extensions
Replies: 33
Views: 7564

Re: Super Game Boy system extensions

There's hardly any DMA bandwidth available if you're still relaying picture data from the SGB to the S-PPU. Uploading a new SGB screen every vblank takes 160*144/4=5760 bytes, and vblanking in NTSC in 224 scanline mode only leaves 350ish for whatever else is being done - not even enough to upload a...