Search found 1745 matches
- 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.
- 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:
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}"
- 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.
- 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.
- 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...
- 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...
- 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?
Yes.dougeff wrote:Calima, you work for Mega Cats, right?
- 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.
- 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.
- 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.
- 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.
- 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 :'(
- 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?
- 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.
- 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.
You can cheat with cc65 to kickstart the asm. Use the memcpy version, and compile with -Ois and the memcpy call should be inlined.