Search found 96 matches

by dullahan
Wed Feb 01, 2017 9:23 pm
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

Thanks for the detailed info. I was aware of this issue, but cannot reliably reproduce it. One prerequisite does appear to be that Debs needs three dash charges though so that's something. You can use the FCEUX movie to reproduce it and all the regular debugging features work with movies too. I hav...
by dullahan
Wed Feb 01, 2017 9:23 pm
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

I don't know if this is relevant, but under the right (now hopefully impossible to trigger) conditions the explosion-drawing code in Wrecking Balls will run past the end of vblank in FCEUX (2.2.2 with new PPU), but work fine in Nestopia and Mednafen. I don't know which is accurate, since I don't ha...
by dullahan
Wed Feb 01, 2017 4:00 pm
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

I've noticed another problem. This has happened to me a few times in the first stage, if I take the "lower" path and get the extra dash token, there's a high probability that I get killed by an invisible enemy in one particular spot. Attached is a short FCEUX movie file demonstrating the problem, a...
by dullahan
Wed Feb 01, 2017 3:56 pm
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

I was using FCEUX 2.2.3 (+ a few more recent additions, I build from source, but it's basically 2.2.3), though it might be important that I use New PPU mode. I don't seem to see the attribute problems on the first stage, but they seem to occur frequently in the second stage. I also notice in the se...
by dullahan
Wed Feb 01, 2017 1:55 pm
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

I notice the bottom row of attributes seems to get corrupted frequently. I tried to jump down onto one of these. :S rainwarrior what emu were you running when you noticed the attr glitches on the bottom row? I haven't been able to reproduce on FCEUX 2.2.3; however, on my Powerpak I do get weirdness...
by dullahan
Wed Feb 01, 2017 9:39 am
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

This is a very solid and enjoyable entry! Music is fitting and great, too. Maybe it's just me not mastering the height of the jump yet , but i keep bumping into this platform repeatedly, everytime in the beginning of level two, and kind of wish it was something like the edit to the right in this pi...
by dullahan
Tue Jan 31, 2017 11:17 pm
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

Another very nice entry! I did run into a few problems while dashing, though... Dashing in the air once sent me behind the clouds and the collision map no longer matched what was being displayed on the screen. I couldn't replicate this in the air, but dashing against this wall or against the edge o...
by dullahan
Tue Jan 31, 2017 11:15 pm
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

It's simply gorgeous. The dashing turned out really smooth, and the title screen lettering is solid. I especially love the warm emphasis usage on the pause screen. Thanks M_Tee :) I am a fan of the pause screen too. Really nice! Also Kulor's soundtrack is rad. (I really love the "ending" tune.) Aye...
by dullahan
Tue Jan 31, 2017 5:49 pm
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

title-screen.png level-1.png level-2.png Name: Nebs 'n Debs Submitted By: Chris Cacciatore Category: 1 Description: Debs crashed on an alien planet and needs to collect enough crystals to repair her ship and return home. Luckily, she has the help of an accidental ally Nebs, who gives her the abilit...
by dullahan
Fri Dec 23, 2016 2:54 pm
Forum: Newbie Help Center
Topic: Making object-based map format?
Replies: 6
Views: 2561

Re: Making object-based map format?

SMB1 disassemblies may be helpful: * http://www.romhacking.net/documents/344/ * https://gist.github.com/1wErt3r/4048722 For an example, here is an encoded level from my game Nebs & Debs which uses a similar format to SMB1. This is generated from a Tiled tmx file via a ruby script. Objects are like S...
by dullahan
Sun Dec 18, 2016 10:47 am
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

Now working on the first level. Here are a couple screenshots: d1.png d2.png Animated GIFs can be found on my twitter: https://twitter.com/cacciatc/status/810313593967124480 Up next: * Implement sprite0 HUD. * Fix a mess of bugs discovered with the level change. * Add crystal shatter animations. * A...
by dullahan
Fri Dec 09, 2016 11:23 am
Forum: NESdev
Topic: Mesen - Debugger Feedback?
Replies: 50
Views: 14291

Re: Mesen - Debugger Feedback?

Awesome work! Two items for me: 1. Would it be possible to set a relative path for loading files? My use case is I have the following dir structure: src/ obj/ assets/ The .nes file and all other build output goes into obj (including the .dbg file). When I load the .dbg file with the debugger: obj1.p...
by dullahan
Thu Dec 08, 2016 1:24 pm
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

Update: * Damping is working with horizontal movement. * Changed balloons into crystals since it seemed right. Next up: * Integrate famitone and create sfx for crystal captures and crystal breaks. * Implement logic for gathering crystals (like coins in SMB1). * Implement logic for breaking crystals ...
by dullahan
Wed Oct 26, 2016 1:36 pm
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

Thanks for your input Sumez. For now I have commented out the wall traversal, might make it back in if the gameplay is too flat without it.

Thanks freem, I actually used the MM animation as a study source. :)
by dullahan
Thu Oct 20, 2016 5:33 pm
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

Trying some more interesting run and jump animations. Also yet another dash :) Need to see how it looks in the actual game tho.
dash2.gif
new-jump.gif
new-jump.gif (9.97 KiB) Viewed 6515 times
new-debs-running.gif
new-debs-running.gif (9.99 KiB) Viewed 6515 times