Search found 112 matches

by kikutano
Tue Apr 23, 2019 11:18 am
Forum: NES Hardware and Flash Equipment
Topic: Put your game on a Nes Cartridge, how?
Replies: 7
Views: 6527

Re: Put your game on a Nes Cartridge, how?

NROM 40Kb, the simplest cartridge.
by kikutano
Tue Apr 23, 2019 2:08 am
Forum: NES Hardware and Flash Equipment
Topic: Put your game on a Nes Cartridge, how?
Replies: 7
Views: 6527

Put your game on a Nes Cartridge, how?

Hello to everyone, I need to now what's the best way to put my game on a cartridge, if there is some internet site that allow you to put your custom rom on a Nes Cartridge. I just completed my game on NES and I want to do a gift for all people that had collaborate with me.

Thanks! :)
by kikutano
Tue Apr 02, 2019 5:52 am
Forum: NESdev
Topic: NES Axelay Tech Demo
Replies: 12
Views: 5761

NES Axelay Tech Demo

Hello to everyone, did you see this video? How can this run on NES Hardware? I see a lot of objects, scale and scrolling. :shock:

https://www.youtube.com/watch?v=AA9zGxJij5g
by kikutano
Thu Mar 21, 2019 12:29 am
Forum: NESdev
Topic: Help to optimize an "slide in" code
Replies: 6
Views: 4543

Re: Help to optimize an "slide in" code

The very first thing you have to do is stop setting the VRAM address for every byte! The PPU has an auto-increment feature that takes care of moving the address register over to the next position (either vertically or horizontally) after each access to $2007. You just need to indicate via bit 2 of ...
by kikutano
Wed Mar 20, 2019 10:09 am
Forum: NESdev
Topic: Help to optimize an "slide in" code
Replies: 6
Views: 4543

Re: Help to optimize an "slide in" code

Ok, now works great! I just set the increment by 32, and delete the resetting of PPU Address at every cycle in this way:

Code: Select all

lda #%00000100
    sta $2000
And now everything works fine. Thanks you as always! :)
by kikutano
Wed Mar 20, 2019 1:41 am
Forum: NESdev
Topic: Help to optimize an "slide in" code
Replies: 6
Views: 4543

Re: Help to optimize an "slide in" code

The very first thing you have to do is stop setting the VRAM address for every byte! The PPU has an auto-increment feature that takes care of moving the address register over to the next position (either vertically or horizontally) after each access to $2007. You just need to indicate via bit 2 of ...
by kikutano
Tue Mar 19, 2019 10:16 am
Forum: NESdev
Topic: Help to optimize an "slide in" code
Replies: 6
Views: 4543

Help to optimize an "slide in" code

Hello to everyone, I'm writing a code that "slide In" the screen from left to right column by column as you can see in this gif: https://media.giphy.com/media/2deuFCZOYLHg6RRTea/giphy.gif That's works ok when I try to draw until the 16th row, but if I try to draw all 30 rows I got this: https://s2.g...
by kikutano
Wed Mar 13, 2019 9:47 am
Forum: NESdev
Topic: The simplest way to Fade In and Fade Out the screen
Replies: 5
Views: 3124

Re: The simplest way to Fade In and Fade Out the screen

Ok thanks, I will try as soon as I can! :)
by kikutano
Wed Mar 13, 2019 4:40 am
Forum: NESdev
Topic: The simplest way to Fade In and Fade Out the screen
Replies: 5
Views: 3124

The simplest way to Fade In and Fade Out the screen

Hello, I'm looking to fade in and fade out the entire screen when a scene change occur, I want to gradually put the screen from color to black and vicerversa. I read something about subtract $10 every interval of time to the background tile and change the HUE. But I can't find any example or code to...
by kikutano
Tue Mar 05, 2019 7:30 am
Forum: NESdev
Topic: Is a good think make my own Sound Engine?
Replies: 37
Views: 16365

Re: Is a good think make my own Sound Engine?

Yes. You can. Maybe you need some coaching. I'm using Famitracker version 0.4.6 and famitone2 version 1.15. From my github, the 18_Music repository, in the MUSIC folder, -TestMusic3.ftm is the famitracker file for the songs. -in famitracker, open the file and export text (you can see TestMusic3.txt...
by kikutano
Tue Mar 05, 2019 1:40 am
Forum: NESdev
Topic: Is a good think make my own Sound Engine?
Replies: 37
Views: 16365

Re: Is a good think make my own Sound Engine?

I'm using famitone2 and NESASM3 without any problems, the music is played well and sound effects are ok. I'm using Famitracker to play some samples but when I try to convert a text file or nsf with famitone tool "text2data" or "nsf2data" it give me ALWAYS some error: Error: effect is too long, Cxx ...
by kikutano
Mon Mar 04, 2019 2:20 pm
Forum: NESdev
Topic: Is a good think make my own Sound Engine?
Replies: 37
Views: 16365

Re: Is a good think make my own Sound Engine?

Personally, if I wanted to use other people's code, I'd be coding for a modern platform using libraries. A big part of the fun in coding for the NES is doing everything myself. If you're more focused on results and want to get your game out more quickly, using other people's code is fine, but don't...
by kikutano
Mon Mar 04, 2019 10:02 am
Forum: NESdev
Topic: Is a good think make my own Sound Engine?
Replies: 37
Views: 16365

Re: Is a good think make my own Sound Engine?

I'm using famitone2 and NESASM3 without any problems, the music is played well and sound effects are ok. I'm using Famitracker to play some samples but when I try to convert a text file or nsf with famitone tool "text2data" or "nsf2data" it give me ALWAYS some error: Error: effect is too long, Cxx a...
by kikutano
Sun Mar 03, 2019 3:12 am
Forum: NESdev
Topic: Is a good think make my own Sound Engine?
Replies: 37
Views: 16365

Re: Is a good think make my own Sound Engine?

I'm using Famitone 2, really easy to use and with a lot of features that I need for my game. So, for now I will use it and try to import some goof sfx and music. :P
by kikutano
Fri Mar 01, 2019 1:56 am
Forum: NESdev
Topic: Is a good think make my own Sound Engine?
Replies: 37
Views: 16365

Re: Is a good think make my own Sound Engine?

Banshaku wrote:To make a proper sound engine, you need to understand how to make music and how it works so it will waste more time than anything else ^^;;;
This.

Btw I just downloaded GGSound, I will try it as soon as I can. :)