Search found 11 matches
- Wed Nov 09, 2016 6:26 am
- Forum: NESdev
- Topic: Making a NES game in C++
- Replies: 99
- Views: 20383
Re: Making a NES game in C++
DRW, you seem to be willing to discount the fact that it is easier to write and develop modern C++ than old C (which is the type of C you necessarily have to write using cc65). IDE support is way better. You get true namespaces, you get templating (which can make for writing more readable code). If ...
- Thu Nov 03, 2016 4:17 am
- Forum: NESdev
- Topic: Making a NES game in C++
- Replies: 99
- Views: 20383
Re: Making a NES game in C++
Using all the advantages of C++ that can't be easily recreated in C (object orientation, inheritance, templates, comfortable data types in the standard library like dynamic arrays) cannot be used in NES games anyway since it costs too much ROM space and CPU time. What about metaprogramming and temp...
- Tue Sep 20, 2016 9:25 am
- Forum: General Stuff
- Topic: Information about fighting game AI
- Replies: 29
- Views: 5999
Re: Information about fighting game AI
If you're looking to start making an AI, one approach used in (relatively) modern games is creating state machines. I imagine this would work on the NES, but I haven't seen any concrete examples. For example, you can have an "Idle" state that transitions into a "High Attack" state when the opponent ...
- Fri Sep 16, 2016 7:03 am
- Forum: General Stuff
- Topic: JavaScript vs. Python for preprocessors and data conversion
- Replies: 15
- Views: 5309
Re: JavaScript vs. Python for preprocessors and data convers
Personally, I've written my dev tools in ruby (I am mostly looking at GB right now, though, if that makes a difference). I use Ruby at my job, so the biggest reason I've selected it is familiarity. In the past, I've used Python extensively for this sort of pipelining, because I find it to be quick t...
- Sat Sep 10, 2016 6:49 am
- Forum: NESdev
- Topic: CC65 pause pattern
- Replies: 19
- Views: 5746
Re: CC65 pause pattern
You may want to consider making a simple state machine, instead. Especially if you're going to have multiple screens (inventory, main menu, etc.), a state machine seems like it would make things simpler. Consider a case where you have multiple pause screens (a la later zelda games, one screen for st...
- Tue Aug 30, 2016 12:10 pm
- Forum: NESdev
- Topic: How and where to backup
- Replies: 24
- Views: 6863
Re: How and where to backup
One thing that I like to do with version control is set up the ability to recreate any ROM on a fresh box (habits from work die hard). I'm not sure how much art you are generating, but if you're using version control for a single project, I am pretty sure that GitHub will not complain no matter how ...
- Mon Aug 22, 2016 9:32 am
- Forum: NESdev
- Topic: Managing complexity by delegating minigames
- Replies: 70
- Views: 15532
Re: Managing complexity by delegating minigames
It really depends on what you mean by "winning" and "losing" For example, games that require you to do things in a time limit may be considered "unwinnable" and "unlosable" Like Fruit Ninja where you have to slice fruit, but if you choose not to, it isn't really a problem. You could argue, though, t...
- Tue Aug 16, 2016 3:59 am
- Forum: General Stuff
- Topic: How does a game know if "The Disc Cannot Be Read"?
- Replies: 43
- Views: 11098
Re: How does a game know if "The Disc Cannot Be Read"?
Blame competitive melee making a resurgence the past few years. Popularity of the game has almost never been higher, despite it being out for 15 years.Espozo wrote:NYMike wrote:Game Stop sells SB Melee for 54.99, Ebay is around 55ish as well.
- Mon Aug 15, 2016 10:10 am
- Forum: GBDev
- Topic: Justin Karneges releases unpublished GBC game w/full source
- Replies: 3
- Views: 3389
Re: Justin Karneges releases unpublished GBC game w/full sou
I saw this - it looks really interesting.
Also interesting is the fact that most of the game was written in C. I was under the impression that anything of this relative complexity would've required more hand-tuned assembly.
I'm eager to look through the source, though.
Also interesting is the fact that most of the game was written in C. I was under the impression that anything of this relative complexity would've required more hand-tuned assembly.
I'm eager to look through the source, though.
- Thu Aug 11, 2016 6:24 am
- Forum: General Stuff
- Topic: Is it possible to program C without using functions?
- Replies: 76
- Views: 14378
Re: Is it possible to program C without using functions?
So wait, in a nutshell calling an enemy is like this: enemy *e = enemies[i]; //this declares the pointer (*e).function(e); //this calls the function That is one way to do things. Personally, I prefer to do something like this: enemy_update(enemy *e) { switch (e->type) { case ZOMBIE: zombie_update(e...
- Thu Aug 11, 2016 6:15 am
- Forum: Homebrew Projects
- Topic: Completed: Berzerk / Frenzy
- Replies: 12
- Views: 19233
Re: Completed: Berzerk / Frenzy
This looks really neat! Any chance we will see a ROM to play it?