Search found 103 matches

by pwnskar
Thu Dec 12, 2019 1:36 am
Forum: NESdev
Topic: looking for a coder[paid]
Replies: 27
Views: 715

Re: looking for a coder[paid]

Not saying this to be an ass, but while you wait for someone to take you up on your offer, you should try to see if you can fix it yourself. This particular rom sounds quite obscure and I think it might be hard to find someone willing to dig through the rom, figure out what's going on, play through ...
by pwnskar
Thu Nov 28, 2019 3:52 am
Forum: NESdev
Topic: Multi region NES cartridges?
Replies: 31
Views: 2211

Re: Multi region NES cartridges?

Don't try to mod the cart, just get a flash cart or an NTSC console. I have both a pal and ntsc NES modded with NESRGB hooked up to a CRT TV. No messing about with upscalers or modding game carts, just buy whatever region game and play. You could also buy a cheap flash cart for the right mapper from...
by pwnskar
Sun Sep 22, 2019 9:17 am
Forum: Homebrew Projects
Topic: My Platformer Framework
Replies: 8
Views: 12492

Re: My Platformer Framework

Or do you keep a buffer of collision boxes that gets updated with every nametable change? I'm not sure what you mean, but I'm guessing that the answer is no. Perhaps buffer wasn't the right word. What I meant was if you were keeping a representation of all the collision boxes in RAM and then update...
by pwnskar
Sat Sep 21, 2019 12:39 pm
Forum: Homebrew Projects
Topic: My Platformer Framework
Replies: 8
Views: 12492

Re: Unnamed Platformer Framework

It took me around one month to come-up with this algorithm and make it work fast in the NES. Normally I would use sin(), cos() and atan2(), but since the <math.h> is not really available in this context, I had to wrap my head around it and come up with an entirely different solution. I'm attaching ...
by pwnskar
Thu Sep 19, 2019 10:16 am
Forum: Homebrew Projects
Topic: My Platformer Framework
Replies: 8
Views: 12492

Re: My Platformer Framework

This looks really cool! Have you found any issues in performance or rom space developing in C as opposed to assembly? How do you do your collision detection? With so many objects and platforms on screen, the fact that it stays at 60 fps is what I find most impressive. :) BTW, How do you even debug y...
by pwnskar
Thu Aug 22, 2019 1:56 am
Forum: NES Graphics
Topic: Dev tools: MAPeD-SPReD [win/linux]
Replies: 32
Views: 27074

Re: Dev tools: MAPeD-SPReD [win/linux]

Is this usable on its own to edit an INES file's tiles? Or do I need to do my own import/export from an INES file? These tools are meant to be used for making graphics from scratch for new projects, using it's own specific formats. I think you would have little luck using it for any hacking of an e...
by pwnskar
Fri Jul 12, 2019 10:53 am
Forum: NESdev
Topic: Disassemble & Reassemble?
Replies: 11
Views: 7969

Re: Disassemble & Reassemble?

Sometimes with a CDL file from FCEUX (made by playing the game with CDL logger turned 'on') I've recently tried disassembling an MMC1 game (Maniac Mansion) this way and found the only way I could get the CDL to be of use throughout the whole rom was if I split up the NES and CDL file into 32kb chun...
by pwnskar
Mon Jul 08, 2019 1:58 am
Forum: NESdev
Topic: Problem with SMB Disassembly?
Replies: 7
Views: 6410

Re: Problem with SMB Disassembly?

dougeff wrote:I believe it assembles with only slight modification with asm6.

You do need to get the CHR ROM from somewhere, and incbin it after the vectors.
I can verify this and post my version that's been edited for asm6, though I would recommend joshuarpl instead take this as a learning exercise.
by pwnskar
Fri Jun 14, 2019 5:35 am
Forum: General Stuff
Topic: I have some interesting game related questions....
Replies: 14
Views: 6196

Re: I have some interesting game related questions....

With the N64, it becomes more a matter of clever programming to hit all the modern genres in a recognizable form. With the GameCube you're out of excuses. This may be why Nintendo kinda went sideways after the GameCube - they recognized that the hardware was powerful enough to do justice to pretty ...
by pwnskar
Thu Jun 13, 2019 10:47 am
Forum: General Stuff
Topic: I have some interesting game related questions....
Replies: 14
Views: 6196

Re: I have some interesting game related questions....

The vast majority are probably not at all interested in playing every single game on every platform they own. :) People like new stuff. I have a netflix account but I have no interest in sitting through their entire library just because I can. Also, some game experiences would not have been possible...
by pwnskar
Sat May 25, 2019 6:59 am
Forum: General Stuff
Topic: What's the deal with missing content in Game Boy games?
Replies: 7
Views: 6988

Re: What's the deal with missing content in Game Boy games?

My guess would be cost in hardware and/or development time vs expected sales and whether the studios had other projects with higher priority at the same time. Staffing could also play in. Sometimes you just don't have enough people to throw at a project.
by pwnskar
Tue May 21, 2019 9:46 am
Forum: NESdev
Topic: Is this raster-split demo stable on NTSC Famiclones?
Replies: 2
Views: 7624

Re: Is this raster-split demo stable on NTSC Famiclones?

I have a bunch of NTSC famiclone chips but unfortunately none of the PPU's seem to be fully functional - they all display some sort of glitching and artefacts. In my experience it's hard to find NTSC famiclones online, as most chinese retailers tend to stock PAL chips even when advertised as NTSC. M...
by pwnskar
Tue May 07, 2019 11:48 am
Forum: NES Graphics
Topic: Dev tools: MAPeD-SPReD [win/linux]
Replies: 32
Views: 27074

Re: Dev tools: MAPeD(NES), SPReD(NES)

This looks really cool! I'm trying out SPReD and I like how you've made the viewport zoom and panable. The GUI is overall very good looking I would say! Loading some of the files from the data folder seems to work fine but I find myself struggling with understanding how to make something from scratc...
by pwnskar
Mon May 06, 2019 10:10 am
Forum: NES Graphics
Topic: Ways of implementing sprite animations
Replies: 42
Views: 20620

Re: Ways of implementing sprite animations

I think I'm roughly following what both of you are saying, Bankashu and tepples. Focusing on keeping the tool ROM based without adding the complexity of RAM based animation, I think it should be possible for me to implement what tepples describes about storing an offset for the tile entries. It make...
by pwnskar
Mon May 06, 2019 1:52 am
Forum: NES Graphics
Topic: Ways of implementing sprite animations
Replies: 42
Views: 20620

Re: Ways of implementing sprite animations

That sounds like a good feature. I've not yet tried implementing something like that on the NES myself but I think it should be relatively easy for me to add as a feature in NESAC by adding the ability to load multiple banks and set/read a bank switch command for each animation frame. Some questions...