Search found 48 matches

by Jaffe
Wed Dec 29, 2010 6:40 pm
Forum: Homebrew Projects
Topic: Project: Chip's Challenge for NES
Replies: 56
Views: 38552

Hi all. I've got some time to work on this during the Christmas holidays. I've fixed a few (not many) bugs, and implemented some new features: - Objects now change sprites depending on what direction they are facing - Keys and doors are properly implemented - Collecting chips and completing levels w...
by Jaffe
Sun Jul 04, 2010 2:17 am
Forum: Homebrew Projects
Topic: Project: Chip's Challenge for NES
Replies: 56
Views: 38552

Ok, so three more months have passed, and I haven't touched the project at all. I don't have time for it, and I can't see me having any more time or energy for it in the forseeable future... As fireseed suggested I will release the source code and graphics files so that people can learn from it, con...
by Jaffe
Fri Apr 02, 2010 2:51 am
Forum: NESdev
Topic: NESASM3 for Linux
Replies: 3
Views: 2543

What did you do to port it? I have compiled it on both OS X and Linux without any problems. Just ran the make file...
by Jaffe
Tue Mar 23, 2010 3:36 pm
Forum: Homebrew Projects
Topic: Project: Chip's Challenge for NES
Replies: 56
Views: 38552

I'm sorry, it's been way too long since last update. And unfortunately there's nothing new now. I've sort of lost a bit of interest in this project lately. Last time I worked on it, I discovered some deep structural faults in the design (one of them was the nametable update problem described in my l...
by Jaffe
Thu Feb 11, 2010 11:13 am
Forum: Newbie Help Center
Topic: Confusion about scanlines
Replies: 13
Views: 4383

tepples So "sprites," as in other video game programming, are basically graphics (in this case 8x8 or 8x16 tiles) that animate, move, or may require some collision detection. And background tiles would basically be everything else. Am I correct in my understanding of that? Yep, that's right :) Also...
by Jaffe
Wed Feb 10, 2010 7:57 am
Forum: Homebrew Projects
Topic: Project: Chip's Challenge for NES
Replies: 56
Views: 38552

I'm not thinking about quitting yet, it's too much fun :p I haven't worked on it that much lately, but I have completed a few new things. Moving objects will bounce back if they hit a solid block while sliding on ice. Also movable blocks cannot be moved if something is blocking them (this wasn't har...
by Jaffe
Sun Jan 31, 2010 3:57 pm
Forum: Homebrew Projects
Topic: Project: Chip's Challenge for NES
Replies: 56
Views: 38552

I've worked on the project a bit this weekend. Movable dirt blocks are now working. When they're not moving they are displayed as background tiles. Otherwise a lot of the original levels would have to be excluded because of the NES sprite limit. Also notice that they can be moved into water and forc...
by Jaffe
Sun Jan 24, 2010 4:03 pm
Forum: Homebrew Projects
Topic: Project: Chip's Challenge for NES
Replies: 56
Views: 38552

Haha, great!

When it comes to sounds an music I must say I don't really know ANYTHING about it. I've never programmed anything sound related for the NES. But I find it very interesting, so maybe I'll look into it when I get stuck in the current development.
by Jaffe
Sun Jan 24, 2010 5:57 am
Forum: Homebrew Projects
Topic: Project: Chip's Challenge for NES
Replies: 56
Views: 38552

Actually, you could almost do it at full resolution, though it might be hard to see where you're going at times: http://img29.imageshack.us/img29/6684/testzwb.png This image isn't quite there, but it's close. Chip's body and the fire use too many colors. I considered using 32x32 pixel blocks, but i...
by Jaffe
Fri Jan 22, 2010 10:21 am
Forum: Newbie Help Center
Topic: PPU
Replies: 8
Views: 3429

Yeah, it's not a micrprocessor. But it isn't an FPA either. It has a fixed routine that it repeats over and over. Some aspects of this routine can be altered by writing to its control registers, but one can't reprogram the PPU in any way to do something outside what it has been hardwired to do.
by Jaffe
Tue Jan 19, 2010 12:59 pm
Forum: Homebrew Projects
Topic: Project: Chip's Challenge for NES
Replies: 56
Views: 38552

Project: Chip's Challenge for NES

I'm currently working on a NES version of this old classic. As you can see if you try the ROM, it's going to resemble the Windows version. It isn't too complex yet and I certainly have a long way to go before it's even playable. What currently works: - Map decoding (RLE) and rendering (expanding met...
by Jaffe
Wed Dec 09, 2009 2:57 pm
Forum: NESdev
Topic: Golden Rule
Replies: 5
Views: 3258

Been there done that....
by Jaffe
Sat Dec 05, 2009 7:11 pm
Forum: Newbie Help Center
Topic: Mid frame vertical scroll
Replies: 2
Views: 1572

Ah, thanks! Now everything makes sense. I thought it was some weird aspect of the PPU and that the scroll register table in the 2C02 Technical Reference document didn't apply to what happens mid-frame.
by Jaffe
Sat Dec 05, 2009 6:45 pm
Forum: Newbie Help Center
Topic: Mid frame vertical scroll
Replies: 2
Views: 1572

Mid frame vertical scroll

After lots of reading and thinking, I think I understand PPU scrolling pretty well. However, there are some things that just seem strange. Why is it that the FV scroll counter is only set mid-frame if you write to the registers in the order $2006, $2005, $2005, $2006?
by Jaffe
Thu Dec 21, 2006 7:46 am
Forum: NESdev
Topic: Merry Christmas!
Replies: 15
Views: 7754

Cool demo! That snow effect rocks! :D

Merry christmas to all of you NESdevers out there :)

God jul og godt nyttår da. Men ikke noe snø :(