Search found 112 matches

by kikutano
Fri Mar 01, 2019 12:59 am
Forum: NESdev
Topic: Is a good think make my own Sound Engine?
Replies: 37
Views: 16365

Re: Nerdy Nights Tutorial Source Code

The programming part to me is the easiest, I already coded all game engine and game code. I've covered almost all part of Nes Dev ( except for Bank Switching ), so I think I can write my own Sound Engine. BUT, I can't play music, I have no idea how music works, so I decided, for now, to use an engin...
by kikutano
Thu Feb 28, 2019 12:53 pm
Forum: NESdev
Topic: Is a good think make my own Sound Engine?
Replies: 37
Views: 16365

Re: Nerdy Nights Tutorial Source Code

Thanks!
by kikutano
Thu Feb 28, 2019 12:07 pm
Forum: NESdev
Topic: Is a good think make my own Sound Engine?
Replies: 37
Views: 16365

Re: Nerdy Nights Tutorial Source Code

I can sound some beep on NES, but if there are some pre cooked code or sound engine i'm really intetionate to Use it! :D
by kikutano
Thu Feb 28, 2019 11:07 am
Forum: NESdev
Topic: Is a good think make my own Sound Engine?
Replies: 37
Views: 16365

Re: Nerdy Nights Tutorial Source Code

dougeff wrote:My advice for making a sound engine from scratch...

Don't.

Use an existing one.
Can you link me one? :D
by kikutano
Thu Feb 28, 2019 10:11 am
Forum: NESdev
Topic: Is a good think make my own Sound Engine?
Replies: 37
Views: 16365

Is a good think make my own Sound Engine?

Hello, I'm reading the tutorial to creating my own Sound Engine ( http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=23452 ), the problem is that link above to download the source code zip doesn't work anymore. Anyone have a working link o the source code to implement that part of the tu...
by kikutano
Thu Feb 28, 2019 2:25 am
Forum: NES Music
Topic: The best way to create Music for a complete noob?
Replies: 7
Views: 11680

Re: The best way to create Music for a complete noob?

If you don't want to use a tool like famitracker: Just doing simple sound effects is pretty easy. when the event occurs in your game that you want to make the sound, just write the correct values to the registers for the channel that you want it to play on (pulse1 is $4000 - $4003, etc.). A little ...
by kikutano
Wed Feb 27, 2019 1:01 am
Forum: NES Music
Topic: The best way to create Music for a complete noob?
Replies: 7
Views: 11680

Re: The best way to create Music for a complete noob?

Ok thanks a lot! Unfortunately I can't compose music, so, to me, the best way to use some music is to "copy" from some source. Anyway, I will read your links and try to figure out how to make some sample for my game :).
by kikutano
Tue Feb 26, 2019 10:09 am
Forum: NES Music
Topic: The best way to create Music for a complete noob?
Replies: 7
Views: 11680

The best way to create Music for a complete noob?

Hello to everyone, I need to create sound effects and music for my game, with "normal" game programming I can find a lot of sample on Internet to use in my Demo/Game, but in this case I don't know where to start. So my question is, there is a tool to convert midi, wav o something else in a NES forma...
by kikutano
Mon Feb 18, 2019 3:33 am
Forum: Homebrew Projects
Topic: Survive To Survival ( working title )
Replies: 3
Views: 8379

Re: Survive To Survival ( working title )

Some little news! Now there are some "Fake Moles" that freeze you when you hit the wrong mole. If anyone want to try the game to give me some feedback is welcome! The Rules are: - Move in 4 directions - Hit the Mole ( the brightest ) - You can hit the Mole only if it not hiding - Every Mole Hitten g...
by kikutano
Mon Jan 21, 2019 1:39 am
Forum: Homebrew Projects
Topic: Survive To Survival ( working title )
Replies: 3
Views: 8379

Re: Survive To Survival ( working title )

A little update: The previous project gets a little change, I can't manage a lot of elements on the screen so i pivoted to an Arcade style game where you have to hit random moles to accumulate time and points. The graphics is a complete placeholder, but the gameplay and game state are more or less t...
by kikutano
Tue Dec 11, 2018 9:52 am
Forum: Homebrew Projects
Topic: Survive To Survival ( working title )
Replies: 3
Views: 8379

Survive To Survival ( working title )

Hello to everyone, I'm working on my own Nes Game, the main idea is to create a "Survival" game, where you are stuck in a room with Zombies that try to kill you. Your ammo are limited, so an "helicopter" will give you ammo every time to help you to survive as long as you can to hit the high scores. ...
by kikutano
Tue Dec 04, 2018 8:19 am
Forum: NESdev
Topic: Prevent error "Bank overflow, offset > $1FFF!"
Replies: 12
Views: 5028

Re: Prevent error "Bank overflow, offset > $1FFF!"

Thanks again! :)
by kikutano
Tue Dec 04, 2018 1:34 am
Forum: NESdev
Topic: Prevent error "Bank overflow, offset > $1FFF!"
Replies: 12
Views: 5028

Re: Prevent error "Bank overflow, offset > $1FFF!"

Just another couple of questions, I'm looking to optimize my code size so I want to know: 1. I should prefer subroutines instead of macros? Macro duplicate the code meanwhile the jmp subroutine is just a jump and return? For example I've this macros: MACRO_INC .macro lda \1 clc adc \2 sta \1 .endm M...
by kikutano
Mon Dec 03, 2018 10:31 am
Forum: NESdev
Topic: Prevent error "Bank overflow, offset > $1FFF!"
Replies: 12
Views: 5028

Re: Prevent error "Bank overflow, offset > $1FFF!"

Ok thanks a lot! :)
by kikutano
Mon Dec 03, 2018 4:08 am
Forum: NESdev
Topic: Prevent error "Bank overflow, offset > $1FFF!"
Replies: 12
Views: 5028

Re: Prevent error "Bank overflow, offset > $1FFF!"

Ok thanks! My question is: Can I add a "bank 3" and add 8k for my code? :) It's depends entirely on the mapper you're using. For NROM (mapper 0) there's a limit of 32KiB of PRG ROM and 8Kib of CHR ROM, so you can change your header to .inesprg 2 ; 2x 16KB PRG code If you need more CHR space, you ne...