Search found 87 matches
- Tue Dec 22, 2020 5:59 am
- Forum: NESdev
- Topic: List of games that use power-on state to seed RNG
- Replies: 36
- Views: 5071
Re: List of games that use power-on state to seed RNG
We've discussed SRAM tendencies in the past here. I think some do seem to power-on all 0 or all 1, but I don't think you'd typically find those in a conventional NES (but possibly in clones). PowerPak and Everdrive also initialize large parts of RAM with their menus, though not to 0 or 1. There are...
- Sun Dec 20, 2020 1:55 pm
- Forum: NESdev
- Topic: List of games that use power-on state to seed RNG
- Replies: 36
- Views: 5071
Re: List of games that use power-on state to seed RNG
This thread has given me an idea. A game might be able to detect (somewhat inaccurately) whether it's running on an emulator or physical hardware by the RAM state. if the initial RAM state is all zeros, then the game could be pretty certain that it's running on an emulator. Of course, the opposite w...
- Thu Nov 19, 2020 5:15 am
- Forum: NESdev
- Topic: How do you publish an NES ROM?
- Replies: 17
- Views: 7809
Re: How do you publish an NES ROM?
I haven't reviewed it myself, but this very recently published fork of FCEUX is apparently attempting to make steam publishing of NES ROMs easy: NEStek: https://lowtekgames.itch.io/nestek Oh wow, that is pretty much what I was originally looking for. At this point I'm so far along with my own emula...
- Wed Oct 28, 2020 12:54 pm
- Forum: NESemdev
- Topic: What palette does MESEN use?
- Replies: 2
- Views: 2929
Re: What palette does MESEN use?
OK, thanks. That pretty much sums it up. I already exported MESEN's default palette and was already using it in my project. I just wanted to make sure nobody was going to get mad at me for doing so.
- Wed Oct 28, 2020 9:51 am
- Forum: NESemdev
- Topic: What palette does MESEN use?
- Replies: 2
- Views: 2929
What palette does MESEN use?
Does anybody know where MESEN's default palette came from? I ask because I'd like to use it as the default palette for my emulator/game as well, and I'm not sure whether I'd need permission or something from whoever made it initially. On one hand, it's just a palette...192 bytes of data. on the othe...
- Tue Oct 27, 2020 5:01 am
- Forum: NESemdev
- Topic: Custom Emulator for Steam release of Homebrew
- Replies: 4
- Views: 2522
- Mon Oct 26, 2020 4:54 pm
- Forum: NESemdev
- Topic: Custom Emulator for Steam release of Homebrew
- Replies: 4
- Views: 2522
Re: Custom Emulator for Steam release of Homebrew
Visual Studio 2017 community. short version: I got some code off of Stack Overflow for using a Texture2D and passing a Color array to it to draw my screen. I didn't notice that I had to Dispose the Texture2D on each frame. so my emulator was basically hanging onto each frame of video until the garba...
- Fri Oct 23, 2020 6:25 am
- Forum: NESemdev
- Topic: Custom Emulator for Steam release of Homebrew
- Replies: 4
- Views: 2522
Custom Emulator for Steam release of Homebrew
I mentioned in another thread that I'm building a custom emulator using MonoGame framework and C# in which to package my game rom for release on platforms like Steam that require the game to be a standalone exe file. After about a week of work, I have it running (not counting APU, I'm just going to ...
- Wed Oct 21, 2020 7:29 am
- Forum: NESdev
- Topic: How do you publish an NES ROM?
- Replies: 17
- Views: 7809
Re: How do you publish an NES ROM?
I'm pretty well committed to the course of writing my own custom emulator to wrap my ROM in. I've got it displaying nametables and scrolling so far (in grayscale, no color yet). I made some missteps in my CPU code, so I'm rewriting it to be easier to maintain. I'm having fun with it, and like I said...
- Mon Oct 19, 2020 3:58 am
- Forum: NESdev
- Topic: How do you publish an NES ROM?
- Replies: 17
- Views: 7809
Re: How do you publish an NES ROM?
I've already started on my custom emulator using C#/MonoGame and it's coming along OK. I spent the weekend working on it between chores and mountain biking. I'm a little conflicted about it. On one hand, I'm an experienced C# programmer (it's part of my actual day-job) and I'd been intending to lear...
- Sat Oct 17, 2020 4:04 pm
- Forum: NESdev
- Topic: How do you publish an NES ROM?
- Replies: 17
- Views: 7809
Re: How do you publish an NES ROM?
APU aside, a barebones NES emulator would be pretty easy to write, and since you're aware of all the timing constraints of your own game you wouldn't even have to make the emulator particularly accurate in that regard. No need to bother with obscure quirks either, a simple 6502 core and a scanline-...
- Sat Oct 17, 2020 9:45 am
- Forum: NESdev
- Topic: How do you publish an NES ROM?
- Replies: 17
- Views: 7809
How do you publish an NES ROM?
I apologize if this question has been answered previously, but I searched and couldn't really find the details I was after. How do you go about publishing a new NES game on a service such as Steam? Based on my initial research, it seems that they expect the game to be a standalone executable. Does S...
- Sat Dec 07, 2019 2:17 pm
- Forum: 2019 NESdev Competition
- Topic: Compo Entry coming soon: NNNNNN
- Replies: 20
- Views: 12261
Re: Compo Entry coming soon.....
I'm 90% sure that my game won't be done in time, and I don't want to reveal it partially done. When I switched from CNROM to UNROM, I ended up getting deep into the weeds of graphics tile compression, probably way more than I needed to. It was a fun excursion and I learned a lot, but it stalled my p...
- Sun Dec 01, 2019 8:55 am
- Forum: NESdev
- Topic: TileNipper: My graphics tile manipulation tool
- Replies: 1
- Views: 2489
TileNipper: My graphics tile manipulation tool
I realize this is well-trod ground already, but since switching my project from CNROM to UNROM I needed a tool for manipulating my CHR tile files more than TileLayerPro would allow for. So I made it myself. Introducing TileNipper, a command line tool for resizing and compressing data files. http://g...
- Sat Nov 23, 2019 5:19 am
- Forum: 2019 NESdev Competition
- Topic: Multicart Requirements
- Replies: 5
- Views: 6699
Re: Multicart Requirements
If I decide to enter it (I'm not sure if I'll be done in time--now it's looking increasingly unlikely--we'll see) I'll keep it to 64 KiB. When I first started, my goal was to make a game sort of like SMB1 on NROM. Then decided to switch to CNROM with 4 CHR banks to get some visual variety, but I fou...