Search found 88 matches

by Anders_A
Sun Feb 27, 2011 6:24 am
Forum: NESdev
Topic: Grand Theftendo finally shown in action @ GDC Next Week
Replies: 23
Views: 8477

Someone PLEASE bring a video camera so those of use not lucky enough to be there get to see a glimpse of this!

Brian: Video captures of the game would be a real treat aswell :).
by Anders_A
Wed Sep 29, 2010 3:19 am
Forum: NES Music
Topic: Odd Triangle Click
Replies: 30
Views: 13105

What happens on a NES?
by Anders_A
Thu Jun 17, 2010 2:05 pm
Forum: NESdev
Topic: Flowing palette demo
Replies: 35
Views: 15608

A music engine which always uses the same number of cycles would make a pretty cool addition to this though :). I'm guessing there is alot of free time during vblank, so it wouldn't even have to be very optimized aslong as it always use the same number of cycles.
by Anders_A
Thu Jun 17, 2010 1:38 pm
Forum: NESdev
Topic: Flowing palette demo
Replies: 35
Views: 15608

That is truly awesome Blargg!

What's up with the annoying sound? Isn't there enough time during vblank to drive a music engine?
by Anders_A
Sun Jun 06, 2010 3:41 pm
Forum: General Stuff
Topic: Grand Theftendo to be released soon
Replies: 14
Views: 3878

My memory served me right. Clickety
by Anders_A
Sun May 30, 2010 2:36 pm
Forum: NESdev
Topic: OAM reading isn't reliable
Replies: 30
Views: 32440

blargg wrote:I'm getting a feeling that OAM was never meant to be read, that the read functionality was meant exactly for what Micro Machines does.
What exacly is it that Micro Machines does?
by Anders_A
Thu May 27, 2010 3:41 am
Forum: Newbie Help Center
Topic: NES Sound maker....
Replies: 15
Views: 29885

p1xl wrote:LFSR's are a pretty easy choice for starting out. Here is an 8-bit implementation of one. You will still probably need to seed it properly as mentioned above.
And here is a simple 8-bit LCG.
by Anders_A
Fri May 21, 2010 3:13 pm
Forum: NESdev
Topic: Music engines?
Replies: 29
Views: 7856

neilbaldwin wrote:
Dwedit wrote:Wow, is this updating more than once per frame?
Yep, about 3 times per frame I think. It was an interesting exercise after I found out that NSF supports multiple speeds :)
Is there enough CPU time on a real NES to play back that song?
by Anders_A
Sun Apr 25, 2010 10:02 am
Forum: NESdev
Topic: Anyone think RPG's would be good to develop?
Replies: 52
Views: 12718

The only thing that makes them take longer is the content (more text, more enemies, more maps). You say it like the content create itself once you have a working engine. That's the hard part of game development. Anyone could whip up a good enough engine for any kind of game really. But making a goo...
by Anders_A
Fri Apr 16, 2010 6:14 pm
Forum: General Stuff
Topic: Thoughts on an IDE for nes development
Replies: 15
Views: 4578

Did anyone try this out?
by Anders_A
Tue Apr 06, 2010 12:16 pm
Forum: NESdev
Topic: Lessons on NES
Replies: 13
Views: 4237

Remember, this was a project that was started in 2002. Emulators were still pretty shitty back then, could someone have even pulled off a game like that with the level of knowledge back then? I look at GBAguy's tutorial and try to imagine someone writing grandtheftendo based off of that. This is a ...
by Anders_A
Sun Apr 04, 2010 3:01 pm
Forum: NES Music
Topic: Native NES Tracker
Replies: 95
Views: 35229

Michel did this in Years Behind. The source is linked in this post: http://nesdev.com/bbs/viewtopic.php?p=50455#50455

You'll have to ask him if you want to use it though.

EDIT: There should be a law against posting at the same time as me. :)
by Anders_A
Thu Mar 11, 2010 3:33 am
Forum: NESdev
Topic: Looking for PAL display that displays ALL pixels
Replies: 13
Views: 10262

Are we sure the PAL NES actually output all pixels?
by Anders_A
Fri Mar 05, 2010 3:46 am
Forum: NESemdev
Topic: Best Games for Testing Various APU Channel Types?
Replies: 16
Views: 4973

Is it really reasonable to do this by using specific parts of songs from games? Wouldn't a better approach be to make specific test cases and link a .nsf and a recording from a real system? Such a library of test cases would truly be a treasure for anyone trying to emulate the apu. It could even con...
by Anders_A
Sat Feb 20, 2010 4:25 am
Forum: NESdev
Topic: Strange character position in NES
Replies: 33
Views: 7719

When the sprites and ground are outlined it make sense to let the outlines blend into each other.

In the kirby case I think it would look uglier to put the sprite one pixel up.