Search found 67 matches

by Tom
Fri Dec 03, 2010 8:04 pm
Forum: Newbie Help Center
Topic: Controlling Play Speed
Replies: 36
Views: 9150

I think the problem is theoretical; I can't think of any existing game where the sound effects need to be synchronized with the animation. Parappa. Beatmania. Frequency. Amplitude. Guitar Hero. DJ Hero. D+Pad Hero. True, these types of games require synchronization. But I was thinking more generall...
by Tom
Fri Dec 03, 2010 7:43 pm
Forum: Newbie Help Center
Topic: Controlling Play Speed
Replies: 36
Views: 9150

Tom, you might be able to deal with these problems by using a flag system similar to the one used for PPU stuff I'm not sure I understood what you meant. Did you mean something like this? start_sound_effect: ; ProtectionFlag should be 0 here inc ProtectionFlag ; change sound engine memory ; check i...
by Tom
Thu Dec 02, 2010 10:20 pm
Forum: Newbie Help Center
Topic: Controlling Play Speed
Replies: 36
Views: 9150

I forget which games do it, but some have bad music distorting/slowdown when the game slows down because they do not update the music engine every 1/60th second if the game is slowing down due to heavy cpu load. You should avoid this. I've been thinking about this lately. There's two potential prob...
by Tom
Fri Oct 15, 2010 12:03 pm
Forum: NESdev
Topic: GemVenture Cartridge Release
Replies: 7
Views: 3038

cartlemmy wrote:How'd you get that color so close to yellow? Did you set an intesity bit?
It's just color $28. Whatever emulator I used to take the screenshots is probably not the most accurate. I took those like a month ago, so I don't remember which emulator it was.
by Tom
Fri Oct 15, 2010 11:14 am
Forum: NESdev
Topic: GemVenture Cartridge Release
Replies: 7
Views: 3038

Same thing here. Congratulation on finishing your game, which is the hard part of any project :lol: Seriously. I think I spent 3 months on the beta, and 17 months "finishing it up." Screenshots? http://img139.imageshack.us/img139/1768/gemventurescreenshot1.png http://img822.imageshack.us/img822/406...
by Tom
Thu Oct 14, 2010 5:13 pm
Forum: NESdev
Topic: GemVenture Cartridge Release
Replies: 7
Views: 3038

GemVenture Cartridge Release

So I finally finished up my game and it's getting a cartridge release at RetroZone. I know it's just a single screen puzzle game, and some members have strong opinions about selling NES games, but I'm really excited to see something I wrote on a real cartridge. Pretty much a life long dream. I just ...
by Tom
Sat Sep 25, 2010 9:08 pm
Forum: NESdev
Topic: Challenge!
Replies: 12
Views: 3962

So if I understand correctly, there's 128 patterns, and you just need to find one that's not used? Use 128 bytes, each byte is the use count of that pattern. When something references the pattern, increment its use count, and when something stops using it, decrement. To find an unsed pattern just lo...
by Tom
Fri Aug 13, 2010 10:04 am
Forum: NESdev
Topic: Aiming bullets and heavy computation...
Replies: 10
Views: 4418

For the tanks/turrets in Wraith I did something similar to the arctan approach, but did a bunch of comparisons to compute a quantized arctan. Something like dx = | x0 - x1 | dy = | y0 - y1 | if dx < 2*dy angle = 90 else if dy < 2*dx angle = 0 else angle = 45 Then used a small table from the quantize...
by Tom
Wed May 05, 2010 7:42 am
Forum: NESdev
Topic: Internationalization
Replies: 6
Views: 2515

Well I'm actually trying to think of a system that will be usable for any future game I make. Of course RPGs or any game with dialogue are the most affected by translations issues, so that's what I've been considering the most. I want my games to be on a cartridge someday, so right now that pretty m...
by Tom
Wed May 05, 2010 6:43 am
Forum: NESdev
Topic: Internationalization
Replies: 6
Views: 2515

Well looking around some more, it seems most people think it's impossible to do a 8x8 han font (the smallest I found was 11 pixels tall), so it seems you'd have to do 16x16. Which means if you want your game to be translatable to chinese, you'd have to make sure everywhere you use text you leave a b...
by Tom
Tue May 04, 2010 4:44 pm
Forum: NESdev
Topic: Internationalization
Replies: 6
Views: 2515

Internationalization

I've been thinking about the text in my game, and I'd like to be prepared to be able to translate it into other languages. Other latin alphabet languages shouldn't be too bad, just need support for some extra accented characters. And my understanding of japanese is I just need to support hiragana an...
by Tom
Fri Jan 29, 2010 1:45 pm
Forum: NESemdev
Topic: Multiple switch for CPU emulation
Replies: 34
Views: 10022

Re: Multiple switch for CPU emulation

So I thought about it... and what if you made two separate switches... one for the addressing mode lookup, and another for the opcode execution? A very long time ago I tried having two switches as you described in my emulator. It was slower than one giant switch, which didn't use any fall through o...
by Tom
Fri Jul 24, 2009 1:02 pm
Forum: NESdev
Topic: GemVenture Cartridge
Replies: 2
Views: 2345

GemVenture Cartridge

I'm trying to determine interest in having a finished GemVenture cartridge. The final version would include music and more graphics. I had some other things to add but I think I'll save them for the sequel. If you haven't seen GemVenture you can check it out here: http://www.pdroms.de/files/2172/ . ...
by Tom
Fri Jun 05, 2009 12:54 pm
Forum: NESdev
Topic: GemVenture
Replies: 23
Views: 9921

Well pdroms has posted GemVenture (contest results are going to be next week), so everyone can check it out now if they want.

http://pdroms.de/files/2172/
by Tom
Mon Jun 01, 2009 3:54 pm
Forum: NES Music
Topic: Making music
Replies: 10
Views: 5654

What sort of note recognition software are you using? I planned on doing something similar but I haven't found any software yet.