Search found 381 matches

by never-obsolete
Sat Sep 26, 2020 9:35 am
Forum: NESdev
Topic: Tool: MapEd Pro
Replies: 83
Views: 47256

Re: Tool: MapEd Pro

There's a minor one that I noticed: when leaving the metatile editor and going back to the map editor, the new metatiles aren't shown in the metatile picker. Only when I click the map on the maps list does it refresh. I'll look into this. What size of metatiles do you happen to be using? I get this...
by never-obsolete
Sun Sep 20, 2020 1:43 pm
Forum: NESdev
Topic: Overworld graphics bank swap to Zelda 1 MMC3 conversion?
Replies: 4
Views: 494

Re: Overworld graphics bank swap to Zelda 1 MMC3 conversion?

ShadowOne333 wrote:
Mon Sep 14, 2020 1:32 pm
How did you manage to get around the column/tile limitation of the original?
I hacked in my own map loader that did away with the original format and allows for each screen to be completely unique. I had also began working on doing the same for enemy placement, but never finished it.
by never-obsolete
Fri Sep 11, 2020 6:38 pm
Forum: NESdev
Topic: Overworld graphics bank swap to Zelda 1 MMC3 conversion?
Replies: 4
Views: 494

Re: Overworld graphics bank swap to Zelda 1 MMC3 conversion?

If you want to dig around the code, I can send you the source to this. It uses FME-7 instead of MMC3, but the idea should be the same.

A warning, the code is a cluster f*** of hacks upon hacks.
by never-obsolete
Fri Sep 04, 2020 7:42 pm
Forum: NESdev
Topic: Tool: MapEd Pro
Replies: 83
Views: 47256

Re: Tool: MapEd Pro

I fixed a new bug I introduced, so I'd recommend re-downloading the file.
by never-obsolete
Thu Sep 03, 2020 7:17 pm
Forum: NESdev
Topic: Tool: MapEd Pro
Replies: 83
Views: 47256

Re: Tool: MapEd Pro

I uploaded version 0.32.0 that should fix that problem (and a few others). The biggest change from the previous version is support for a custom mapper. The readme has a list of additions/changes/bug fixes. There is a known issue with drawing animation frames that use signed X/Y values, but it is ent...
by never-obsolete
Sat May 02, 2020 8:05 am
Forum: General Stuff
Topic: What code editor do you use?
Replies: 25
Views: 13045

Re: What code editor do you use?

I use:

VS IDE for C/C++/C#
devC++ for quick and dirty (mostly command line) stuff
Notepad++ for everything else
by never-obsolete
Mon Apr 27, 2020 6:26 pm
Forum: Newbie Help Center
Topic: Questions on CLC/SEC and general NMI logic
Replies: 6
Views: 1635

Re: Questions on CLC/SEC and general NMI logic

It will stay until you perform an operation that changes it. This page shows the 6502 instruction set and what flags each one alters.
by never-obsolete
Mon Apr 27, 2020 6:01 pm
Forum: Newbie Help Center
Topic: Questions on CLC/SEC and general NMI logic
Replies: 6
Views: 1635

Re: Questions on CLC/SEC and general NMI logic

ADC with carry set will add value+1 . The same goes for SBC with carry clear. If you don't know the state of the carry flag beforehand, you should set or clear it depending on the operation you are performing. Without the CLC/SEC, you were probably moving by 2 each frame instead of 1 as you intended.
by never-obsolete
Fri Apr 24, 2020 8:05 pm
Forum: SNESdev
Topic: camera scroll walls
Replies: 1
Views: 1673

Re: camera scroll walls

Have invisible objects in your level that alter the behavior of the camera. You could also have special tiles in your tilemap if you want to go that route.
by never-obsolete
Thu Mar 12, 2020 5:43 pm
Forum: NES Graphics
Topic: Graphics for a co-op Metroid-like
Replies: 6
Views: 16371

Re: Graphics for a co-op Metroid-like

I've been busy working on this game and I realized I never posted any of these here. Some of them are a little old, but here they are (oldest to newest): Jungle/Cave https://i.imgur.com/ROZ5COB.gif The layout is mostly the same, more detail has been added to the background. map02.bmp Power Plant htt...
by never-obsolete
Tue Dec 10, 2019 4:47 pm
Forum: NESdev
Topic: looking for a coder[paid]
Replies: 65
Views: 23708

Re: looking for a coder[paid]

Do you plan to do anything about the music?
by never-obsolete
Thu Nov 21, 2019 1:48 pm
Forum: NESemdev
Topic: Need help with mmc5.cpp source, for custom modification
Replies: 39
Views: 15064

Re: Need help with mmc5.cpp source, for custom modification

You could try unrolling your loop and using absolute indexed instead of indirect (assuming you didn't already do this).
by never-obsolete
Fri Nov 15, 2019 5:25 pm
Forum: NESemdev
Topic: Need help with mmc5.cpp source, for custom modification
Replies: 39
Views: 15064

Re: Need help with mmc5.cpp source, for custom modification

I quickly looked it over but it looks like DetectMMC5WRAMSize should return 256 for your case. In BuildWRAMSizeTable you only needed to add a case for when MMC5WRAMsize == 32, but hardcoding MMC5WRAMIndex []to always be 0-31 should also work. WRAM = (uint8*)FCEU_gmalloc(wsize * 262144); Unless wsize...
by never-obsolete
Thu Aug 01, 2019 11:25 am
Forum: NES Graphics
Topic: Graphics for a co-op Metroid-like
Replies: 6
Views: 16371

Re: Graphics for a co-op Metroid-like

I've been trying to improve the background and sky line. This is a surface area of the cave tileset.
map00.png
by never-obsolete
Mon Jul 01, 2019 8:52 pm
Forum: General Stuff
Topic: Comix Zone: most technically impressive "16 bit" game?
Replies: 50
Views: 35517

Re: Comix Zone: most technically impressive "16 bit" game?

General Chaos is fun if you have someone to play with.