Search found 122 matches

by CartCollector
Sat Jan 31, 2009 11:10 am
Forum: NESdev
Topic: Video demos of my game
Replies: 95
Views: 30123

Unless you're letting the player edit tiles. Think of Mario Paint's stamp editor, or possibly a shooter maker.
Or drawing a picture like in Videomation and Color A Dinosaur.

You should check out my thread in the Newbie Help Center which has a list with explanations of CHR-ROM and RAM effects.
by CartCollector
Sat Jan 31, 2009 12:09 am
Forum: Newbie Help Center
Topic: CHR-ROM vs. CHR RAM
Replies: 7
Views: 6932

CHR-ROM vs. CHR RAM

And one of the issues that I wanted advice on was CHR-ROM vs. CHR-RAM :) This seems to be an issue that usually comes up with beginners who have learned about how the NES works and maybe written some programs for it. They eventually realize that a game that they want to make won't fit into the smal...
by CartCollector
Fri Jan 30, 2009 10:23 pm
Forum: NESdev
Topic: Video demos of my game
Replies: 95
Views: 30123

It can be banked just as easily as CHR-ROM, and as I mentioned on the hardware forum, just like 8kB ROMs - you can't buy 8kB RAMs anymore either. Only problem is that original NES era mappers that supported bankswitched RAM are rare. The only one I can think of is CPROM and that board was limited t...
by CartCollector
Thu Jan 29, 2009 11:52 pm
Forum: NESdev
Topic: Video demos of my game
Replies: 95
Views: 30123

I've got some more things to consider on the CHR-ROM vs. CHR-RAM debate: If you use CHR-RAM you can also compress your tiles so that you can fit more data into less ROM. I think there was a thread here somewhere about a program for CHR-RAM compression that compressed graphics data down to around 70%...
by CartCollector
Wed Jan 28, 2009 9:13 pm
Forum: NESdev
Topic: A generic text scroller! YAY!
Replies: 6
Views: 5182

UPDATE: The Generic Text Scroller is now version 0.2! It now comes with a program that allows you to convert text files into the .bin files that the program uses. Tedious hex editing is no longer necessary to change the .bin file. Download Screenshot: http://img292.imageshack.us/img292/5057/textscro...
by CartCollector
Wed Jan 28, 2009 4:02 pm
Forum: NESdev
Topic: Video demos of my game
Replies: 95
Views: 30123

The mapper's UOROM, 256k PRG-ROM with 8k CHR-RAM. It's in the comments of the second Youtube video. Sivak should put this in the first post in this thread and on the grey boxes to the right of his videos, as this is a fairly common question.
by CartCollector
Wed Jan 28, 2009 3:48 pm
Forum: NESdev
Topic: 2009 - A fireworks demo
Replies: 9
Views: 6223

I'm actually thinking more like Tempest, where there's fireworks right before the "enter your initials" screen. (scroll to 5:45) I don't think it would be feasible to use fireworks during the main game, though, unless the main game doesn't use that meny sprites. However, Tempest's fireworks are pret...
by CartCollector
Sun Jan 25, 2009 10:40 am
Forum: NESdev
Topic: 2009 - A fireworks demo
Replies: 9
Views: 6223

This effect would would look nice when you get a high score. Someone should add it to one of their games.
by CartCollector
Sat Dec 27, 2008 9:28 pm
Forum: NESdev
Topic: Video demos of my game
Replies: 95
Views: 30123

Now that I think of it, I don't think I've seen anything in the platform genre out of NES homebrew.
There have been a few, but they're either unfinished, buggy, or both. Go look up Sack of Flour, Heart of Gold, Dikki Painguin, and Neotoxin.
by CartCollector
Sat Dec 27, 2008 9:04 pm
Forum: NESdev
Topic: Color $1D - Black or dark grey?
Replies: 17
Views: 6533

According to NESDevWiki, $xE, $xF, and $1D are slightly above sync voltage while $0D is slightly below. I've heard somewhere else that $1D is higher than $xE/$xF, though supposedly it's not noticeable.
by CartCollector
Fri Sep 26, 2008 5:43 pm
Forum: NES Music
Topic: My NES Music - MP3
Replies: 2
Views: 3540

They're a bit repetitive. Arabian Nights is cool, though.
by CartCollector
Tue Sep 23, 2008 7:29 pm
Forum: NESdev
Topic: Battletoads/Crisisforce vertical parallax. How?
Replies: 22
Views: 8827

I think Battletoads was made by two British brothers with the last name of Stamper (Chris and Tim, I think?). One was the artist and the other was the programmer. I think they also worked on the Donkey Kong Country series and even developed the pre-rendering method used.
by CartCollector
Fri Sep 19, 2008 10:29 pm
Forum: Newbie Help Center
Topic: 8-way scroll, MMC1, status bar, name-table layout
Replies: 17
Views: 5878

On the intro screen you can see the tiles being loaded in at the top. You should mask it with a "status bar" of blank tiles, but in most cases it won't be noticeable on an NTSC TV. It will definitely show on a PAL TV, though.
by CartCollector
Thu Sep 18, 2008 6:59 pm
Forum: Newbie Help Center
Topic: 8-way scroll, MMC1, status bar, name-table layout
Replies: 17
Views: 5878

The problem with using single screen mirroring for 8-way scroll is that you get garbage at the top and bottom as well as the sides. Using vertical mirroring for 8-way scroll (like SMB3 and Crystalis) removes the top/bottom garbage and still allows you to have a status bar.
by CartCollector
Sun Sep 14, 2008 4:28 pm
Forum: NES Hardware and Flash Equipment
Topic: How to designs NES ON FPAG
Replies: 21
Views: 9177

The S-Video/composite board should have the color carrier rotate 180 degrees every scanline and switch off every frame That's actually the point of 20th scanline being short by one pixel. (I'd point you at the wiki but it's down for me). Actually, being short by one pixel only rotates the phase by ...