Search found 1745 matches

by calima
Thu Nov 09, 2017 11:26 am
Forum: General Stuff
Topic: Website Activity Graph?
Replies: 19
Views: 5974

Re: Website Activity Graph?

No scarier than on an old system.
by calima
Tue Nov 07, 2017 1:25 am
Forum: NESdev
Topic: ca65: space left in bank/segment?
Replies: 8
Views: 2599

Re: ca65: space left in bank/segment?

od65 -S *.o | grep mybank | summer 2

where summer is a custom script:

Code: Select all

#!/bin/sh

count=$1
[ -z "$count" ] && echo "Usage: $0 column" && exit

awk --non-dec "{s+=\$$count} END {print s}"
by calima
Sat Nov 04, 2017 1:02 am
Forum: SNESdev
Topic: seperate AI and sprite drawing/animation routines per object
Replies: 13
Views: 5504

Re: seperate AI and sprite drawing/animation routines per ob

Coffee Crisis is a beat'emup for the Genesis. Enemies are indeed fixed size, with bosses and semibosses taking two VRAM slots and normal enemies taking one.
by calima
Fri Nov 03, 2017 12:21 pm
Forum: SNESdev
Topic: seperate AI and sprite drawing/animation routines per object
Replies: 13
Views: 5504

Re: seperate AI and sprite drawing/animation routines per ob

In Coffee's case, the mapping was fixed. Otherwise you just have to keep state and compare.
by calima
Thu Nov 02, 2017 3:41 am
Forum: SNESdev
Topic: seperate AI and sprite drawing/animation routines per object
Replies: 13
Views: 5504

Re: seperate AI and sprite drawing/animation routines per ob

Coffee used a similar way, separated draw and AI, though no circular buffer to give the missed frames priority. Prio wasn't needed, as nothing animated at 60 fps, so the next frame had enough room in most cases. As for designing to avoid it, there's only so much DMA time, and you might want more ene...
by calima
Wed Nov 01, 2017 3:11 am
Forum: NES Graphics
Topic: Your thoughts? Alien Landscapes
Replies: 45
Views: 36471

Re: Your thoughts? Alien Landscapes

That might be awesome. We're using 32x32 pixel metatiles, so just computing the different metatiles (ie which tiles make up each one) needed to make the map would be a huge start, in whatever format. I also store collision and palette information (per 16x16 block) with the metatile definitions, but...
by calima
Wed Nov 01, 2017 3:04 am
Forum: General Stuff
Topic: What was the first NES homebrew game?
Replies: 61
Views: 22789

Re: What was the first NES homebrew game?

dougeff wrote:Calima, you work for Mega Cats, right?
Yes.
by calima
Tue Oct 31, 2017 12:42 pm
Forum: SNESdev
Topic: Super Game Boy enhanced games hotpatch the SGB firmware?
Replies: 9
Views: 8772

Re: Super Game Boy enhanced games hotpatch the SGB firmware?

Thanks. Mine is PAL, so I was wondering what it had and how the others differed.
by calima
Tue Oct 31, 2017 12:35 pm
Forum: General Stuff
Topic: What was the first NES homebrew game?
Replies: 61
Views: 22789

Re: What was the first NES homebrew game?

City Trouble wasn't made by MegaCat, just published by them. It was made by DRW. Expedition was also like that IIRC. edit: and Dushlan.
by calima
Tue Oct 31, 2017 2:01 am
Forum: NES Graphics
Topic: what software are you using? late 2017 edition
Replies: 26
Views: 25631

Re: what software are you using? late 2017 edition

There's a theme/mod to Gimp that makes it look like Photoshop, IIRC called GimpShop.
by calima
Mon Oct 30, 2017 12:45 pm
Forum: NES Graphics
Topic: what software are you using? late 2017 edition
Replies: 26
Views: 25631

Re: what software are you using? late 2017 edition

Gimp and mtPaint to draw, then my tools at https://github.com/clbr/nes to convert to/from PNG and manipulate tiles.
by calima
Mon Oct 30, 2017 12:39 pm
Forum: Homebrew Projects
Topic: Lizard
Replies: 191
Views: 138415

Re: Lizard

Win 3.11 coding wouldn't be that different from NES actually, banked memory and all, just 16-bits. Everyone is doing things for old consoles, but old Windows is all forgotten :'(
by calima
Mon Oct 30, 2017 3:07 am
Forum: Homebrew Projects
Topic: Lizard
Replies: 191
Views: 138415

Re: Lizard

There's a Win 3.11 version of Lizard?
by calima
Thu Oct 26, 2017 11:50 am
Forum: NES Graphics
Topic: Literal recreation
Replies: 52
Views: 30595

Re: Literal recreation

That parallax intro is really pretty.
by calima
Thu Oct 26, 2017 6:46 am
Forum: Newbie Help Center
Topic: CC65: Bank switching / Using memcpy for array
Replies: 8
Views: 4354

Re: CC65: Bank switching / Using memcpy for array

It'll probably work fine, but things like cc65 updates could break it.

You can cheat with cc65 to kickstart the asm. Use the memcpy version, and compile with -Ois and the memcpy call should be inlined.