2016 NESDev Compo - Guidelines/Rules

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calima
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Re: 2016 NESDev Compo - Guidelines/Rules

Post by calima » Thu Feb 09, 2017 2:47 am

It uses a lot of fine CHR bankswitching, but no IRQs or anything else special. Only 148kb CHR is actually used, and since each face only takes 576 bytes of the 1024 byte slot, the CHR data should compress excellently.

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infiniteneslives
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Re: 2016 NESDev Compo - Guidelines/Rules

Post by infiniteneslives » Thu Feb 09, 2017 7:30 am

I just realized we've actually met our goal of 53 games/tools so perhaps it is time to put everything on a single cart.
If you're gonna play the Game Boy, you gotta learn to play it right. -Kenny Rogers

tepples
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Re: 2016 NESDev Compo - Guidelines/Rules

Post by tepples » Thu Feb 09, 2017 7:53 am

I was planning not to count toys in the 53, only games, and to have at least one compo for improving old stuff.

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NovaSquirrel
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Re: 2016 NESDev Compo - Guidelines/Rules

Post by NovaSquirrel » Fri Feb 10, 2017 9:32 am

I also wanted to get Nova the Squirrel on the final cart, hence trying to keep it mapper 28 compatible. Though that would require adding WRAM.

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dougeff
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Re: 2016 NESDev Compo - Guidelines/Rules

Post by dougeff » Sat Feb 11, 2017 12:38 pm

I forgot to mention it in my blurb, or anywhere in the actual games...but I should have listed Shiru in the credits, since I'm using the famitone engine, and the unRLE code that goes along with NES Screen Tool.

If anyone thinks I should edit the games to explicitly mention that, let me know. Thanks.
nesdoug.com -- blog/tutorial on programming for the NES

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NESHomebrew
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Re: 2016 NESDev Compo - Guidelines/Rules

Post by NESHomebrew » Sat Feb 11, 2017 2:44 pm

dougeff wrote:I forgot to mention it in my blurb, or anywhere in the actual games...but I should have listed Shiru in the credits, since I'm using the famitone engine, and the unRLE code that goes along with NES Screen Tool.

If anyone thinks I should edit the games to explicitly mention that, let me know. Thanks.
I can add it to the blurb if you'd like.

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dougeff
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Re: 2016 NESDev Compo - Guidelines/Rules

Post by dougeff » Sat Feb 11, 2017 3:07 pm

I can add it to the blurb if you'd like.
Sure. I think that would be appropriate.
nesdoug.com -- blog/tutorial on programming for the NES

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mikejmoffitt
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Re: 2016 NESDev Compo - Guidelines/Rules

Post by mikejmoffitt » Mon Feb 13, 2017 3:41 pm

NESHomebrew wrote:
dougeff wrote:I forgot to mention it in my blurb, or anywhere in the actual games...but I should have listed Shiru in the credits, since I'm using the famitone engine, and the unRLE code that goes along with NES Screen Tool.

If anyone thinks I should edit the games to explicitly mention that, let me know. Thanks.
I can add it to the blurb if you'd like.
If you could credit Shiru for famitone in mine as well, I'd appreciate it.

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Punch
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Re: 2016 NESDev Compo - Guidelines/Rules

Post by Punch » Mon Feb 13, 2017 3:48 pm

mikejmoffitt wrote:
NESHomebrew wrote:
dougeff wrote:I forgot to mention it in my blurb, or anywhere in the actual games...but I should have listed Shiru in the credits, since I'm using the famitone engine, and the unRLE code that goes along with NES Screen Tool.

If anyone thinks I should edit the games to explicitly mention that, let me know. Thanks.
I can add it to the blurb if you'd like.
If you could credit Shiru for famitone in mine as well, I'd appreciate it.
Same here! I wrote the blurb in a hurry so I forgot.
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calima
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Re: 2016 NESDev Compo - Guidelines/Rules

Post by calima » Sat Feb 18, 2017 3:40 am

Is the award ceremony today?

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NESHomebrew
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Re: 2016 NESDev Compo - Guidelines/Rules

Post by NESHomebrew » Sat Feb 18, 2017 4:32 am

calima wrote:Is the award ceremony today?
I think the judging closes at 11:45PM GMT if I remember correctly.

Then I will have to collect all the responses and calculate the winners. It should be posted by Monday at the latest, then we will be in contact with the entrants and update forum posts/twitter/etc.

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Re: 2016 NESDev Compo - Guidelines/Rules

Post by infiniteneslives » Sat Feb 18, 2017 9:35 pm

Finally wrapped up my review and got to spend a decent amount of time with all the games. I'm crazy impressed on the all the awesome entries we had. I thought it would take a couple more compos before we'd get to this level. Based on the entries I guess we must be getting close to the right recipe to attracting competitors and exceptional entries. This year's cart is going to be a hit! So many games calling my name to come back and spend more time with.
If you're gonna play the Game Boy, you gotta learn to play it right. -Kenny Rogers

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NESHomebrew
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Re: 2016 NESDev Compo - Guidelines/Rules

Post by NESHomebrew » Tue Feb 21, 2017 12:58 am

Results are in, check the 2016 nesdevcompo page for details! Congrats to everyone, and thank-you for making this competition an exceptional one. Winners, please expect an email within the next few days from either Paul or myself.

-Brad

na_th_an
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Re: 2016 NESDev Compo - Guidelines/Rules

Post by na_th_an » Tue Feb 21, 2017 1:30 am

Congratulations. It's been a great compo and we have got a small bunch of great games.

Personally I'm very thankful that I've been able to improve and learn new concepts thanks to other peoples comments and analyses.

It's been a great experience and I'm looking forward next year's compo!

Now it's time to improve our games for the Multicart.

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RogerBidon
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Re: 2016 NESDev Compo - Guidelines/Rules

Post by RogerBidon » Tue Feb 21, 2017 1:51 am

Congratulations to all of the entrants of the games and a big thank you to organizers for ... organization!

Would it be possible to have the score of games by category? It can be useful to know what is most in need of improvement.

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