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PostPosted: Mon Oct 29, 2018 8:32 pm 
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Joined: Mon Oct 29, 2018 1:48 am
Posts: 5
Here is my plan:
CDH=Creative Design Home
1.easy to use and learn,especially for children.
2.With some templates, children just choose and modify.
3)Basic usage is click and drag.
4)Users just focus on logic,do not focus on graphics.
(It should be started from www.nesdev.com. I hope a group nes fans to join and test it. )
Differences between *.cdh and *.nes
1)The compiled file with *.CDH or *.nes.
2)If the compiled file with *.nes, so it can be run in any nes emulater or Nintendo machine.
3)If the compiled file wiht *.cdh or *.CDH, so it can be run special NES emulater or special educational computer.
4)The CDH file can be use more size like 512K or 1024k, but traditional *.nes only 128K.
5) *.cdh can be easly to play on mobile phones with high quality graphic and sound support.
6)*.cdh and *.nes will has similar file structure, but *.cdh can expand more to become larger file to fit. higher quality and sound. The SDK and compiler
1)the compiler will choose cc65 which support c and asm
2)the ide will use cocos2d-x or some other cross platform IDE.
3)the educational computer and other source could found from www.guaikan.com.
Other tips like tutorials will be added soon.
____________
That's my dream to develop nes by myselves with my friends. But I need a new language and some templates to accelerate the speed.
Is there anyone interested?


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PostPosted: Mon Oct 29, 2018 8:55 pm 
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Joined: Sun Sep 19, 2004 11:12 pm
Posts: 20791
Location: NE Indiana, USA (NTSC)
westpig2 wrote:
4)The CDH file can be use more size like 512K or 1024k, but traditional *.nes only 128K.

Dragon Warrior IV by Enix and Mega Man IV by Capcom are 512K. Kirby's Adventure by Nintendo is 768K. Metal Slader Glory by HAL Laboratory is 1024K. Action 52 by Active Enterprises is 2048K.

westpig2 wrote:
5) *.cdh can be easly to play on mobile phones with high quality graphic and sound support.

The biggest problem with mobile phones is not graphics and sound output as much as input. A touch screen doesn't adequately replace a Control Pad and buttons except for turn-based games, and clip-on gamepads such as those made by Gamevice don't have verifiably substantial user base.


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PostPosted: Mon Oct 29, 2018 10:07 pm 
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Joined: Mon Oct 29, 2018 1:48 am
Posts: 5
Thank you for your suggestion.
1) Ok, I will focus on how to add a control pad in a touch screen.


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PostPosted: Mon Oct 29, 2018 11:02 pm 
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Joined: Mon Oct 29, 2018 1:48 am
Posts: 5
CDH means : Creative Design Home
(It's also my name abbreviation :lol: )
So for user:
1)Main Structure should be easy to use:
Start:
{
Title_Start:[Show(00)]
Player_Choose:[Select(01)]
}
Main:
{
Template_Name:[Show(03)]
Template_Level:[Select(04)]
}
End:
{
Title_End:[Show(05)]
Next_Operation:[Select(06)]

}

2) Each Line use a simple grammar.
Usage: Main_Function:[Sub_Function(Number)]
A:In real use, user just use click and drag to develop game, so number can describe any situation.
B:Main_Function and Sub_Function are consisted by English Word, The first name is Capital, using the down line to link. So any command can be added easily.
C: Splitter is :, because it's easy to input and distinguish.

Eample: Title_Start:[Show(00)]
Means: use Title_Start main function, to start a sub function as Show, the parameter is 00.

3)Attached is a picture to show the main idea.


Attachments:
幻灯片1.JPG
幻灯片1.JPG [ 88.52 KiB | Viewed 2037 times ]
幻灯片2.JPG
幻灯片2.JPG [ 146.15 KiB | Viewed 2037 times ]
Design.jpg
Design.jpg [ 82.97 KiB | Viewed 2040 times ]
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PostPosted: Mon Oct 29, 2018 11:51 pm 
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Joined: Mon Oct 29, 2018 1:48 am
Posts: 5
https://youtu.be/UyyhLEWK1xI
here is the link ,people can see. Please support me , next , I will how to use this language to develop a real application.


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PostPosted: Tue Oct 30, 2018 9:42 am 
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Joined: Thu Mar 31, 2016 11:15 am
Posts: 423
The NES community appreciates new tools like this. Good luck I hope it succeeds.


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PostPosted: Tue Oct 30, 2018 10:33 am 
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Joined: Sat Jan 09, 2016 9:21 pm
Posts: 506
Location: Central Illinois, USA
tepples wrote:
The biggest problem with mobile phones is not graphics and sound output as much as input. A touch screen doesn't adequately replace a Control Pad and buttons except for turn-based games, and clip-on gamepads such as those made by Gamevice don't have verifiably substantial user base.


westpig2 wrote:
1) Ok, I will focus on how to add a control pad in a touch screen.


Robert Broglia's Android emulators (including NES.EMU) have shown me that a well-designed on-screen control works reasonably well. I've played through a lot of nes games on my phone. The most action-and-finesse-intense games are too difficult (ie Ninja Gaiden), but many games, including platformers, are completely playable with a well-designed touch screen layout.

_________________
My games: http://www.bitethechili.com


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PostPosted: Thu Nov 01, 2018 12:23 am 
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Joined: Mon Oct 29, 2018 1:48 am
Posts: 5
Part 1: A Start Screen
The first Application written by CDH language should be started like this:
1) A background
2) A title
3) A player selection
All the 3 are needed in Start Screen.

Code:
Start:{
Backgroud_Strart :[Show(1)]
Title_Start:[Show(2)]
Player_Choose:[Select(3)]
}
Main:
{
//
}
End:
{
//
}

Explanation: All the number start from 1, so 1 is the beginning numer.
Backgroud_Strart :[Show(1)], Title_Start:[Show(2)],Player_Choose:[Select(3)]

youtobe url to explain:
https://youtu.be/blJiawFYYCY


Attachments:
幻灯片6.JPG
幻灯片6.JPG [ 86.76 KiB | Viewed 1807 times ]
幻灯片5.JPG
幻灯片5.JPG [ 118.82 KiB | Viewed 1807 times ]
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PostPosted: Tue Nov 06, 2018 10:14 am 
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Joined: Tue Jul 12, 2011 10:58 am
Posts: 275
Love the idea of a kid friendly NES development kit. Hopefully the end user will never see the code in your screenshots involving brackets and braces. Many moons ago I participated as a beta tester for a port of Scratch to the NES. Maybe that would be a better direction for an interface.


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