Search found 171 matches

by slembcke
Mon Feb 18, 2019 1:43 pm
Forum: Homebrew Projects
Topic: Project Blue: Full version. LIVE on Kickstarter!
Replies: 29
Views: 32644

Re: Project Blue: Full version news thread

Are you generating all the metatiles by hand or do you extract them from completed levels?
by slembcke
Mon Feb 18, 2019 1:38 pm
Forum: General Stuff
Topic: Porting my tools to C or C++
Replies: 29
Views: 16054

Re: Porting my tools to C or C++

Mac/Linux machines ship with Python out of the box, and installing a C compiler is one command away. Windows ships with neither. To get Python _or_ a C compiler they are going to need to install something like Cygwin anyway so they can be a dozen clicks away from installing what they need. Admittedl...
by slembcke
Fri Feb 15, 2019 10:30 pm
Forum: 2018 NESdev Competition
Topic: We are Hejickle
Replies: 46
Views: 39137

Re: We are Hejickle

If these techniques are breaking on actual NESes, that'd be good to know. Hmm. I'll have to try again on my NES. I _thought_ there were a couple times where it happened, but on Nestopia it's relentless and makes the game unplayable. The Linux and particularly the Mac version of Nestopia are pretty ...
by slembcke
Fri Feb 15, 2019 12:20 pm
Forum: 2018 NESdev Competition
Topic: We are Hejickle
Replies: 46
Views: 39137

Re: We are Hejickle

I've had a weird issue with this game where it regularly acts like I'm pressing right or start when I'm not. It happens more on Nestopia (almost to the point of unplayability), but it's happened a few times on my actual NES/Everdrive too (enough to be odd, but not really affect the game). I remember...
by slembcke
Tue Feb 12, 2019 11:43 am
Forum: NESdev
Topic: Improved NES physics
Replies: 2
Views: 4175

Re: Improved NES physics

Yes, that's the easy part, and uses a lookup table. The hard part is resolving the collision. How far in x and y does it need to be pushed to resolve the overlap, and how do you resolve the velocity constraint caused by the contact between the two surfaces. Off the top of my head, it works like this...
by slembcke
Tue Feb 12, 2019 10:08 am
Forum: NESdev
Topic: Improved NES physics
Replies: 2
Views: 4175

Improved NES physics

Now that NESDev 2018 is done, I've started to poke around on my NES physics project again. Basically it implemented circle to circle, and circle to line collisions. Currently it's just particle physics, but I want to allow some objects to enable full rigid body collisions (balls, wheels). I guess I'...
by slembcke
Fri Feb 08, 2019 9:08 pm
Forum: 2018 NESdev Competition
Topic: Critical Match
Replies: 15
Views: 16252

Re: Critical Match

Oh hrm. I sent a fixed build in before the contest closed if someone will vouch for that. I guess it didn't get swapped out when the zip of all the entries got sent out. http://files.slembcke.net/upshot/upshot_76AQX4s4.png (That email had the fixed version attached) I had been fiddling with the link...
by slembcke
Fri Feb 08, 2019 2:26 pm
Forum: 2018 NESdev Competition
Topic: 2018 NESDev Compo Rules/Guidelines
Replies: 40
Views: 38647

Re: 2018 NESDev Compo Rules/Guidelines

Did everybody's sheet come pre-filled with their own game given full marks? Heh. Took me a few seconds to figure out everybody got their own spreadsheet. At first I thought it was a shared sheet and that the first reviewer played my game first and thought it was the bees' knees. Which seemed flatter...
by slembcke
Wed Feb 06, 2019 9:11 pm
Forum: Newbie Help Center
Topic: What is wrong with my metatile routine? (ASM6 quirk)
Replies: 23
Views: 10229

Re: What is wrong with my metatile routine? (ASM6 quirk)

Hmm. I I myself had such a hissy fit over use of "column 1 means label" convention in RGBASM, an assembler targeting the Game Boy CPU, that I ended up writing a preprocessor to dedent labels so that I could use a folding editor. I flirted with using macros to define labels so that I could indent the...
by slembcke
Wed Feb 06, 2019 9:07 pm
Forum: Homebrew Projects
Topic: Donut NES CHR compression
Replies: 10
Views: 13606

Re: Donut NES CHR compression

Sure, but you could say that about anything that uses RAM. If streaming to CHR RAM is considered important, 64 bytes of RAM might be considered a reasonable cost. It's not like it's being forced onto anybody. At this point I simply think it would be interesting if it could be done. :p
by slembcke
Wed Feb 06, 2019 8:58 pm
Forum: NESdev
Topic: 6502 code density.
Replies: 4
Views: 5118

6502 code density.

So this is a bit of a weird rant maybe, but what exactly makes 6502 code density so bad? So there is a lz4 -> vram implementation that came with some version of neslib that I used to use. It compiled to 380 bytes, which seemed pretty good considering the amount of ROM it saved. When I started some G...
by slembcke
Wed Feb 06, 2019 8:20 pm
Forum: Homebrew Projects
Topic: Donut NES CHR compression
Replies: 10
Views: 13606

Re: Donut NES CHR compression

the requirement to retain the buffer for the "Reuse/Duplicate previous block" feature Not an issue if you reserve the buffer bytes exclusively for Donut though right? I'm not sure about using it directly in vblank as each (non duplicate) 64 byte block takes 1293~7247 cycles Nah. I mean fill the buf...
by slembcke
Wed Feb 06, 2019 8:06 pm
Forum: NESdev
Topic: When have you used a language (C, etc.) instead of asm?
Replies: 13
Views: 7614

Re: When have you used a language (C, etc.) instead of asm?

With a little tender loving care, you can write C that generates decent assembly. You will *always* be able to beat cc65 in both size and speed. It's not that it's a bad compiler per se, but that it's a little hobby compiler maintained by volunteers. Also C was conceived with 16 bit UNIX machines in...
by slembcke
Wed Feb 06, 2019 7:50 pm
Forum: NESdev
Topic: Global Game Jam?
Replies: 3
Views: 5818

Re: Global Game Jam?

Never mind, it seems to be from the JSNES repo so it's MIT! Yup, it's actually my original version before I submitted it to jsnes as a pull request. I should pull theirs and see if they made any changes I guess. I have a version floating around somewhere that avoids some audiocontext errors on mobi...
by slembcke
Wed Feb 06, 2019 6:39 pm
Forum: Homebrew Projects
Topic: Donut NES CHR compression
Replies: 10
Views: 13606

Re: Donut NES CHR compression

I'm really fascinated by this. So far I've been using lz4 for all of my compression needs. Simple and ubiquitous. On the other hand, it doesn't do a great job compressing character tables compared to name/attribute data. My thoughts about how to improve the situation haven't gone much further than "...