Search found 385 matches

by UncleSporky
Mon Jun 06, 2011 5:30 am
Forum: General Stuff
Topic: 3DS Classics "Excitebike"
Replies: 18
Views: 5217

I'm pretty sure it's not emulated. See this video (1:28, which it should start at): http://www.youtube.com/watch?v=Ds0sP_SqR88#t=1m28s I've heard that the 3D slider doesn't just control the amount of 3D, but pulls back the camera to give you a wider view like the one seen in the video. I read a stat...
by UncleSporky
Tue May 31, 2011 7:32 am
Forum: General Stuff
Topic: An interview with the men who made Link to the Past
Replies: 2
Views: 1470

Yeah, I've seen it displayed in several video games and manuals too. They believe it's a personal identifier of some sort, like your birth sign/horoscope. http://en.wikipedia.org/wiki/Blood_type#Society_and_culture A popular belief in Japan is that a person's ABO blood type is predictive of their pe...
by UncleSporky
Tue May 31, 2011 5:35 am
Forum: General Stuff
Topic: An interview with the men who made Link to the Past
Replies: 2
Views: 1470

An interview with the men who made Link to the Past

I saw this today and wanted to share with nesdev:

http://www.glitterberri.com/a-link-to-t ... made-zelda

It doesn't have any detailed programming info but is still interesting. Some bits of information about puzzle design, beta testing, ideas shared between Zelda and Mario, etc.
by UncleSporky
Mon May 30, 2011 4:35 pm
Forum: Newbie Help Center
Topic: ASM6 templates
Replies: 23
Views: 22059

Oh, when I said "after everything else" I meant except for chr. :) chr always goes right after the interrupt addresses. It's good to learn why at some point, but for now it might be easiest just to remember it that way. iNES header -> define variables -> code -> data tables -> interrupt addresses ->...
by UncleSporky
Mon May 30, 2011 10:51 am
Forum: Newbie Help Center
Topic: ASM6 templates
Replies: 23
Views: 22059

You can insert extra code anywhere before you .pad $FFFA and set up the interrupts. Most of the time you only have chr data after that point. Here's how my simple project is set up: I have a batch file, make.bat, that runs asm6 and compiles my project. This is all it contains: asm6 header.asm demo.n...
by UncleSporky
Mon May 30, 2011 10:23 am
Forum: NES Music
Topic: FamiTone - audio library (release)
Replies: 82
Views: 53183

Updated the asm6 version of FamiTone to 1.23.

http://www.mediafire.com/?cnc3bbwekmyr6g8
by UncleSporky
Sun May 29, 2011 5:13 pm
Forum: Newbie Help Center
Topic: Stuck trying to fill one name table.
Replies: 6
Views: 2705

One thing that is important to understand (and that others are trying to convey) is that you don't have to go 32 across, 30 down. I know it seems obvious and natural, you're filling up a screen that's 32 across and 30 down, but $2007 doesn't care about that - it just takes all the data sequentially,...
by UncleSporky
Wed May 25, 2011 3:20 am
Forum: Newbie Help Center
Topic: Scrolling large sprites off the screen using only 8-bit x/y
Replies: 12
Views: 4095

Nothing's really wrong with them, I like 16 bit coordinates. This is just a method of saving some precious RAM, perhaps only necessary for people with a really bloated setup. I'm not pretending this is a great way to do it or anything, I know it'll be situational. Just wanted to share. If your engin...
by UncleSporky
Mon May 23, 2011 3:00 am
Forum: Newbie Help Center
Topic: Scrolling large sprites off the screen using only 8-bit x/y
Replies: 12
Views: 4095

I thought of that too, and subpixel movement precision is nice to have, but I'd think it would ultimately cost you more CPU cycles elsewhere just setting up and dealing with a fragmented 3 byte coordinate set. Stuff like rolling bits in and out repeatedly. It's true that this method really wouldn't ...
by UncleSporky
Sun May 22, 2011 7:19 pm
Forum: Newbie Help Center
Topic: Scrolling large sprites off the screen using only 8-bit x/y
Replies: 12
Views: 4095

Scrolling large sprites off the screen using only 8-bit x/y

I was going to ask a question about implementing this, but the solution turned out to be much easier than I'd thought. I'm going to go ahead and post this anyway, since the concept could prove useful for some people. My sprite drawing routine takes in 16 bit x and y values for a metasprite and calcu...
by UncleSporky
Sun May 15, 2011 7:11 am
Forum: General Stuff
Topic: Classic console sprite/bg/raster trickery videos
Replies: 17
Views: 5178

Couldn't someone grab the .swf out of their temporary files (if it is indeed a .swf) and upload to Youtube?
by UncleSporky
Thu May 12, 2011 3:18 am
Forum: NES Music
Topic: FamiTone - audio library (release)
Replies: 82
Views: 53183

As the source states, all the FamiTone variables take up 112 + (15 * the number of SFX streams). By default (with 4 streams) this should be 172 bytes, which means that by default the first available byte after FamiTone's data is $3AC. Correct? It's just not always immediately obvious what the limits...
by UncleSporky
Tue May 10, 2011 5:05 pm
Forum: NES Music
Topic: Chip Maestro: A MIDI to NES music cart
Replies: 14
Views: 9315

Is there any sort of solution for the random-sounding use of square and triangle waves while playing? I assume that the first two keys held down are square and when you add a third it comes out triangle. Are there built-in options for changing the order, or restricting triangle to the lower half of ...
by UncleSporky
Tue May 10, 2011 4:38 am
Forum: NESdev
Topic: Multidirectional scrolling
Replies: 30
Views: 8456

Backtracking, destructibility, no PRG RAM: pick two. I still think this is a really defeatist mantra. There are all sorts of ways to achieve all three. "Backtracking" in the sense that you're using it must be clarified that you imply "backtracking throughout the entire level." It's quite easy to de...
by UncleSporky
Mon May 09, 2011 3:26 am
Forum: General Stuff
Topic: Satoshi Matrix Bead Sprites
Replies: 56
Views: 36485

SatoshiMatrix wrote:UncleSporky, I'm not quite sure what you mean. You mean make stop motion sprites? That would take.....considerable work :roll:
Yeah...like this! :)