Search found 549 matches

by Bananmos
Sun Jun 06, 2021 9:43 am
Forum: Homebrew Projects
Topic: Anguna: Scourge of the Goblin King
Replies: 6
Views: 3014

Re: Anguna: Scourge of the Goblin King

Set nametable tiles to black/reveal the other edge as you move, and cover the corners (+ borders if you want pixel smooth) with sprites? That's what I was thinking. Given the nes sprites are so small, seems to take a lot of them to get the effect smoothly. At first glance yes. But keep in mind: * I...
by Bananmos
Sun Jun 06, 2021 8:26 am
Forum: NES Graphics
Topic: 3D graphics: Linear Algebra in neslib.h
Replies: 12
Views: 1734

Re: 3D graphics: Linear Algebra in neslib.h

I am not gonna worry about performance on my first try, I just want to try to implement it. I will probably want to look into raising performance afterwards though. I have to see much time I want to commit to this :) I see the code for Elite is published on the web, with notes and comments. I think...
by Bananmos
Mon May 31, 2021 5:06 pm
Forum: Newbie Help Center
Topic: Creating a text box
Replies: 31
Views: 2492

Re: Creating a text box

What does it mean to "unroll" a loop exactly? It just means to explicitly put in the code as repeated statements rather than looping. Basically, on old CPUs like the 6502 you can save a lot of cycles by wasting ROM space if you repeat the exact iteration of each loop. For example, this loop: ldx #4...
by Bananmos
Mon May 31, 2021 4:00 pm
Forum: Newbie Help Center
Topic: Creating a text box
Replies: 31
Views: 2492

Re: Creating a text box

That's what I'm trying to do but I'm not sure how to do it any "more" than I already am. I'd still have to use PPUADDR to draw the text box so I've calculated the pointers to the desired VRAM address outside of NMI. Sometimes the "VRAM Address" and "Nametable Address" in Mesen's debug tool get desy...
by Bananmos
Mon May 31, 2021 4:43 am
Forum: Homebrew Projects
Topic: NES Calculator
Replies: 5
Views: 1268

Re: NES Calculator

https://img.itch.zone/aW1nLzYwODYxNzcucG5n/315x250%23c/TjQSbO.png calculator.nes I've made a NES scientific calculator (after all, if the Nintendo Switch has a Calculator app, the NES deserves one too): https://wendelscardua.itch.io/nes-calculator Haha, nice one! I wonder if this would make a good ...
by Bananmos
Sun May 30, 2021 7:30 pm
Forum: NES Graphics
Topic: CrunchyNES: A picture converter / NES library for Mapper30
Replies: 0
Views: 951

CrunchyNES: A picture converter / NES library for Mapper30

A while ago I was thinking it'd be nice if it were easier for newcomers to nesdev to make full-screen artwork with data compression, sprite overlays screen splits and less harsh tile counts. So I made a build script / NES utility library that allows creating a set of pictures into a single Mapper30 ...
by Bananmos
Sun May 30, 2021 6:08 pm
Forum: NES Hardware and Flash Equipment
Topic: Sprite multiplexing on PAL - wiki incorrect?
Replies: 2
Views: 661

Re: Sprite multiplexing on PAL - wiki incorrect?

Sorry, we discovered that's wrong but I failed to update the wiki because I have no idea what's right anymore. Sour started a thread four years ago: https://forums.nesdev.com/viewtopic.php?t=15763 but I had no idea how to summarize the results. Ah... thanks for the update! Still have never actually...
by Bananmos
Sat May 29, 2021 7:37 am
Forum: NES Hardware and Flash Equipment
Topic: Sprite multiplexing on PAL - wiki incorrect?
Replies: 2
Views: 661

Sprite multiplexing on PAL - wiki incorrect?

So I remember a few years back there was a discovery that the PAL NES refreshes the OAM even in vblank after 20 scanlines to prevent decay. And the wiki more specifically says: "The 2C07 additionally refreshes OAM during the visible portion of the screen even if rendering is disabled. Because of thi...
by Bananmos
Mon May 03, 2021 7:15 am
Forum: General Stuff
Topic: Zelda II - The Adventure of Link... SUCKED
Replies: 30
Views: 12670

Re: Zelda II - The Adventure of Link... SUCKED

* Finding Hidden Town of Kasuto You go through a cave to a dead-end section of the overworld, and this is the only such cave that does this. You need to know that a hammer can be used to cut down trees, need to be able keep track of which trees you've cut down (encounters interrupt and reset them),...
by Bananmos
Fri Apr 09, 2021 5:13 pm
Forum: NES Graphics
Topic: OverlayPal: A graphics tool for automatic sprite overlay creation
Replies: 11
Views: 5239

Re: OverlayPal: A graphics tool for automatic sprite overlay creation

In my own work I've done semi-automated solutions for this a few times. What I tend to find most useful is a tool that does the automated part in a simple/predictable way, and then has a way to look at the result and manually give hints to it. "Start your row of sprites here. Come from the left ins...
by Bananmos
Fri Apr 09, 2021 4:48 pm
Forum: NES Graphics
Topic: OverlayPal: A graphics tool for automatic sprite overlay creation
Replies: 11
Views: 5239

Re: OverlayPal: A graphics tool for automatic sprite overlay creation

P.S. To anyone else trying OverlayPal out... be aware the current version has a really silly bug of not working if you place it under a directory with spaces, due to how it naively passes this on to the CMPL .exe A n00b mistake that I realised too late, just because I personally avoid spaces in fold...
by Bananmos
Fri Apr 09, 2021 4:47 pm
Forum: NES Graphics
Topic: OverlayPal: A graphics tool for automatic sprite overlay creation
Replies: 11
Views: 5239

Re: OverlayPal: A graphics tool for automatic sprite overlay creation

I haven't checked this forum in quite some time. If you're interested in trying out the new I-CHR, I'm happy to give anyone interested access, PM me. It's probably not better, but how it does sprites is not grid or row based which might have academic appeal. But... it's also not open source. It doe...
by Bananmos
Fri Mar 19, 2021 2:17 pm
Forum: 2020 NESdev Competition
Topic: Altercation
Replies: 2
Views: 2949

Re: Altercation

Finally tried this and really loved it! Such a fun twist on the typical Asteroids clone : :D Only downside is it was a bit on the short side... but OTOH it kept my interest high when there's other compo entries waiting. :wink: Music was good too, simple classic NES instruments but a lot of character...
by Bananmos
Thu Mar 18, 2021 3:41 pm
Forum: NES Graphics
Topic: OverlayPal: A graphics tool for automatic sprite overlay creation
Replies: 11
Views: 5239

Re: OverlayPal: A graphics tool for automatic sprite overlay creation

I wasn't aware of this thread thus not answering. I will check the details later but if I understood from the quick read it's takes a picture, extract and do sprite overlay when not possible. If this is the case, this is something that Kasumi is quite familiar with since it's own i-chr has this fea...
by Bananmos
Tue Mar 16, 2021 4:14 pm
Forum: NES Graphics
Topic: OverlayPal: A graphics tool for automatic sprite overlay creation
Replies: 11
Views: 5239

Re: OverlayPal: A graphics tool for automatic sprite overlay creation

The idea is excellent and this can be very useful to NES artists. Right now I'm not doing stuff related to NES - however I'm downloading Windows version to take a look! Cheers - would really like to know what you think of it when you get some time. :) Particularly if the whole indirect approach of ...