Search found 107 matches

by kikutano
Sat Mar 21, 2020 9:33 am
Forum: Homebrew Projects
Topic: Retro Dungeon [Working Title]
Replies: 7
Views: 1895

Re: Retro Dungeon [Working Title]

Back to work on enemy AI, now I'm working on enemy attacking. :)

Image
by kikutano
Fri Mar 20, 2020 1:41 am
Forum: Homebrew Projects
Topic: Retro Dungeon [Working Title]
Replies: 7
Views: 1895

Re: Retro Dungeon [Working Title]

Some improvements here: - Finally you can go from a Room to another. - Everything is loaded ad runtime, enemies, background, turn system etc etc. Next Step: - Rooms compression. Rooms are described as you can see in the image below. ~1.48Kb needed for every level, too much for a single level. I need...
by kikutano
Thu Mar 05, 2020 4:37 am
Forum: Homebrew Projects
Topic: Retro Dungeon [Working Title]
Replies: 7
Views: 1895

Re: Retro Dungeon [Working Title]

Other than the hero, it looks very good for just replacement graphics. My replacement graphics are always much simpler. If you can draw that much by yourself I don't see a reason why you couldn't polish it up without an artist (unless it's about the work time). All the assets are taken from other a...
by kikutano
Thu Mar 05, 2020 12:56 am
Forum: Homebrew Projects
Topic: Retro Dungeon [Working Title]
Replies: 7
Views: 1895

Retro Dungeon [Working Title]

Hello to everyone! I'm working a new game for NES called "Retro Dungeon" ( working title ). The main idea is to create a rougue like game, with radomized rooms and a tactical turn based combat system. You can also improve your player stats, equip and abilities by killing enemies, collectiong money a...
by kikutano
Thu Feb 06, 2020 12:23 am
Forum: NESdev
Topic: Load sprites from differents chr banks
Replies: 1
Views: 877

Load sprites from differents chr banks

Hello to everyone, I'm working a new project and this time I need more memory to store my sprites. I've always used NROM for my test, but now I think I will switch on an MMC3. My question is: Can I load sprites from a specific CHR bank and other sprites from another? For example, can I put all anima...
by kikutano
Fri Dec 20, 2019 3:16 am
Forum: NES Music
Topic: FamiStudio NES music editor
Replies: 17
Views: 13176

Re: FamiStudio NES music editor

Wow! Looks amazing! :D Thanks you!
by kikutano
Mon Nov 11, 2019 3:34 am
Forum: General Stuff
Topic: NESMaker reviews?
Replies: 55
Views: 25145

Re: NESMaker reviews?

My question is, why you should make a NES without coding? To me the only reason to make games for NES is to understand how to program for old console with limited hardware, it's all about challenge. NES Maker take off all of this, so why should I make games for NES with a tool? Why don't use Unity o...
by kikutano
Sun Nov 10, 2019 3:31 am
Forum: NESdev
Topic: Translate a sprite in a cell matrix space
Replies: 2
Views: 2298

Re: Translate a sprite in a cell matrix space

Oh thanks, I will try! :)
by kikutano
Sat Nov 09, 2019 3:24 am
Forum: NESdev
Topic: Translate a sprite in a cell matrix space
Replies: 2
Views: 2298

Translate a sprite in a cell matrix space

Hello to everyone, I've a "matrix" space where i translate the player by 16 pixel at time on X and Y, as you can see in the image attached. Now I need to translate an object ( sprite, pickable object, enemy etc etc ) by N cells. The first thing that I do is to put the object on the cell 0, 0 and so ...
by kikutano
Thu Oct 03, 2019 11:54 pm
Forum: NESdev
Topic: Another noob question about address and label!
Replies: 4
Views: 3170

Re: Another noob question about address and label!

There are other ways, but here's one of the simpler ways to select from a list of addresses (allows up to 128 of them): address_table: .dw level_0_room_0 .dw level_0_room_1 lda #1 ; change this to load other rooms asl tax lda address_table,x sta MATRIX_LVL_ROOM_ADDR + 0 lda address_table+1,x sta MA...
by kikutano
Wed Oct 02, 2019 1:45 am
Forum: NESdev
Topic: Another noob question about address and label!
Replies: 4
Views: 3170

Re: Another noob question about address and label!

Ok thanks! I will try as soon as I can!
by kikutano
Wed Oct 02, 2019 12:29 am
Forum: NESdev
Topic: Another noob question about address and label!
Replies: 4
Views: 3170

Another noob question about address and label!

Hello! I'm working on a "level switch room", I just load my background in this way: level_0_room_0: .db $30,$31,$30,$31,$30,$31,$30,$31,$30,$31,$30,$31,$30,$31,$30,$31 ...... .db $40,$41,$40,$41,$40,$41,$40,$41,$40,$41,$40,$41,$40,$41,$40,$41 level_0_room_1: .db $D0,$D1,$D0,$D1,$D0,$D1,$D0,$00,$01,$...
by kikutano
Mon Sep 30, 2019 3:50 am
Forum: SNESdev
Topic: Random Cave/Dungeon Generation
Replies: 6
Views: 4279

Re: Random Cave/Dungeon Generation

I'm working a Roguelike on NES but create a randomized tiles is too slow, so I created some pre setted rooms and a random path from a room to another.
by kikutano
Fri Aug 30, 2019 12:53 am
Forum: NESdev
Topic: Increment PPU address by a number
Replies: 15
Views: 9587

Re: Increment PPU address by a number

This is the first "transiction" test from a room to another :) . Thanks for all tips!

Image