Search found 399 matches

by Roth
Sun Feb 02, 2014 1:12 pm
Forum: General Stuff
Topic: What do you guys do for work?
Replies: 70
Views: 17848

Re: What do you guys do for work?

Image
by Roth
Wed Jul 03, 2013 10:05 am
Forum: 2011 NESdev Competition
Topic: Streemerz bundle
Replies: 190
Views: 157197

Re: Streemerz bundle

Well shoot, I had put $25 to add to my $10 in PayPal for this, but didn't realize it'd be an extra 6 bucks for shipping. It takes 3-5 days for money to get to my PP account and it just got in there today : / I hate to ask if you can hold it until I get my extra six bucks in there, but I will go ahea...
by Roth
Tue Jun 18, 2013 1:50 pm
Forum: Homebrew Projects
Topic: Candelabra: Estoscerro demo
Replies: 7
Views: 10838

Re: Candelabra: Estoscerro demo

Could you add support for Famicom keyboard so that you do not need two controllers and that some menu options might have shortcut keys assigned? I have been tinkering with the idea of having a one-controller configuration option. There are no plans to incorporate the Famicom keyboard though. I like...
by Roth
Sun Jun 16, 2013 1:45 pm
Forum: Homebrew Projects
Topic: Candelabra: Estoscerro demo
Replies: 7
Views: 10838

Re: Candelabra: Estoscerro demo

Interesting! Did not know that. Would be easy to do that. Thanks for the heads up!
by Roth
Sun Jun 16, 2013 11:41 am
Forum: Homebrew Projects
Topic: Candelabra: Estoscerro demo
Replies: 7
Views: 10838

Candelabra: Estoscerro demo

The most recent project I am working on has a workable demo that I just released today! It's a dungeon crawler style game. I'll just copy/paste what I posted on NintendoAge: Following up with the E3 video we put out (view here or here ), Sly Dog Studios is now putting out the demo for Candelabra: Es...
by Roth
Fri Dec 07, 2012 10:34 am
Forum: Homebrew Projects
Topic: Meteor Guard (video) - 1k game
Replies: 9
Views: 3876

Re: Meteor Guard (video) - 1k game

That and Hot Seat Harry. [...] I could see a 1K game compo where each game is expected to be won or lost in 3.2 seconds but can use subroutines and tiles from a library that I'd provide, or subroutines and tiles from another entry if the entries are submitted together. Good or bad idea? I actually ...
by Roth
Mon Dec 03, 2012 12:05 pm
Forum: Homebrew Projects
Topic: Meteor Guard (video) - 1k game
Replies: 9
Views: 3876

Meteor Guard (video) - 1k game

Recently I had a friend approach me for a 1k or smaller NES game. It is part of a larger project that they are working on, so unfortunately I can't share the ROM or source. I thought I'd post the video here for maybe some discussion on developing tiny games like this, or whatever. http://www.youtube...
by Roth
Tue Mar 20, 2012 8:37 pm
Forum: General Stuff
Topic: useless: How do you speak "wiki"? :)
Replies: 18
Views: 4695

Go to this page and hit the little sound button next to the word 'wiki'.
by Roth
Tue Mar 20, 2012 12:40 pm
Forum: NESdev
Topic: Level takes place on a screen
Replies: 23
Views: 6294

Tokumaru's idea is probably the closest you could get, but as he said, it is very, very limiting also. It might even take too many sprites just trying to cover the sides so as to not leave you with enough to work with. I wouldn't use sprites to cover the whole area though... most of it would be bac...
by Roth
Tue Mar 20, 2012 9:21 am
Forum: NESdev
Topic: Level takes place on a screen
Replies: 23
Views: 6294

This should be possible if the background scrolls in 8/16 pixels increments (or if it doesn't scroll at all) in the horizontal direction at least. Would not look very good though. For an idea of what this idea of Bregalad's would look like, here's a vid of something I worked on before: http://blip....
by Roth
Sat Mar 17, 2012 9:22 pm
Forum: Other Retro Dev
Topic: SGC Request
Replies: 14
Views: 34991

How is it possible that I never saw this thread before? O_o

I would love to see a rip of Rastan for SMS!
by Roth
Sat Mar 17, 2012 4:29 pm
Forum: NESdev
Topic: Controller Input Codes
Replies: 8
Views: 2652

I just TAS'd the rom you posted, and pressing all the buttons every other frame DOES make the code work. So does pressing random buttons in the middle of the code. The only sequence I tried was up, down, up, b, down, down, start, left, right, left, A, right, B, A, but any buttons can probably be pr...
by Roth
Sat Mar 17, 2012 2:44 pm
Forum: NESdev
Topic: Controller Input Codes
Replies: 8
Views: 2652

The first post has a ROM included now if anyone would like to check it out.

EDIT: Oops! Forgot to reply to the inx thing you pointed out. Yeah, I think I had been doing something else when writing the code at first, and never thought to mess with that after it had started working.
by Roth
Sat Mar 17, 2012 1:35 pm
Forum: NESdev
Topic: Controller Input Codes
Replies: 8
Views: 2652

Controller Input Codes

Hey all! I sat down to try and figure out a basic way to do some controller codes that people could use to do things like the Konami code. I thought I'd share what I ended up using, and ask how some of you might've or have handled it. This is what I came up with : EDIT: Here's a ROM with it working ...
by Roth
Tue Mar 06, 2012 3:59 pm
Forum: Homebrew Projects
Topic: Snail Maze Game (ROM and source)
Replies: 3
Views: 5642

Point of clarification on how the time limits are chosen: is the player supposed to memorize the maps and play by trial and error? As far as I could tell, yes. It seemed to give around the same amount of time for whatever round it was in. It would be off by one sometimes, though. For instance, at t...