Search found 92 matches

by d4s
Tue Aug 04, 2020 10:28 am
Forum: SNESdev
Topic: Atari 2600 Miniature Golf
Replies: 6
Views: 3146

Re: Atari 2600 Miniature Golf

I wondered what this was doing in the SNESdev section. Neat. I notice you say "again". When were you last programming the SNES? Back in the 90s I wrote a couple of homebrews (Astrohawk and Rockfall) using a Super Magicom and my own tools. I lost interest when everything started going 3D but about 6...
by d4s
Fri May 08, 2020 9:11 am
Forum: SNESdev
Topic: How to program a NINTENDO POWER Cartridge ?
Replies: 210
Views: 129605

Re: How to program a NINTENDO POWER Cartridge ?

Seems like this can be done with "Super Ufo Pro 8". Here is the instructions and programs for it: Rewriting Menu entry offset Source page and other stuff for Super Ufo I would be very happy to see some more clearer and simplified English instructions on this for regular us people..:D I would also b...
by d4s
Sun Feb 09, 2020 4:48 am
Forum: SNESdev
Topic: Nova the Squirrel 2 (WIP)
Replies: 90
Views: 55981

Re: Nova the Squirrel 2 (WIP)

Just wanted to drop by and say that this looks very promising!
Maybe the animations could be more dynamic and impactful, but I know from experience that when doing everything yourself,
you have to draw a line somewhere, because else, the game would never get done.
by d4s
Sun Feb 09, 2020 4:38 am
Forum: SNESdev
Topic: New Super Mario Land
Replies: 17
Views: 11058

Re: New Super Mario Land

For the record, version 1.2 is out there (see OPs link).
It features a variety of bugfixes, gameplay improvements and a little bit of additional content.
There's no pleasing everybody, but personally, I'm very satisfied with the way the game turned out in the end.
by d4s
Sat Sep 08, 2018 12:18 pm
Forum: SNESdev
Topic: SNES CD-ROM question
Replies: 25
Views: 13580

Re: SNES CD-ROM question

What I take issue with is that the SNES does not really seem capable of full-motion 30fps video as described. You can take it from me, it's more than capable of that. Else, I wouldn't have been able to port a FMV game to the SNES (using byuu's MSU-1, but it could run from ROM (of considerable size)...
by d4s
Mon Apr 23, 2018 9:37 am
Forum: SNESdev
Topic: No hype for Sydney Hunter?
Replies: 27
Views: 12695

Re: No hype for Sydney Hunter?

This review pisses me off a little bit. ... r_and_the/ "Graphics-The graphics themselves are nothing to write home about. Aside from a few extra colors and an animation of the "boss" skeleton dying, it looks like stuff that could be done on the NES." "Level D...
by d4s
Sat Feb 10, 2018 10:36 am
Forum: SNESdev
Topic: "TwistIT", a small demo/intro
Replies: 30
Views: 9677

Re: "TwistIT", a small demo/intro

Revenant, that's an awesome demo!
Congrats on making first place and keeping the spirit alive on the SNES!
Excellent tune, too.

Looking forward to your next prod!
by d4s
Tue Oct 24, 2017 6:56 am
Forum: SNESdev
Topic: Super Game Boy enhanced games hotpatch the SGB firmware?
Replies: 9
Views: 5682

Re: Super Game Boy enhanced games hotpatch the SGB firmware?

But so far nobody seems to have exeamined if it's really having such special features & how they work exactly. I did, back in 2010: This contains info on the special commands and a copy of the SGB commander manual (in japanese). AFAIR, the SG...
by d4s
Thu Apr 13, 2017 2:06 pm
Forum: SNESdev
Topic: Why did Super Mario RPG and Kirby Super Star use an SA-1?
Replies: 81
Views: 23883

Re: Why did Super Mario RPG and Kirby Super Star use an SA-1

Unrelated, but I rejoice a little every time I see posts by rainwarrior.
Not only because of his avatar picture, but also because they contain
so much truth, sharp analysis and wisdom without ever being
insulting, arrogant or condescending.
My hat's off to you!
by d4s
Thu Dec 15, 2016 2:01 am
Forum: SNESdev
Topic: bsnes-plus and xkas-plus (new debugger and assembler)
Replies: 209
Views: 156317

Re: bsnes-plus and xkas-plus (new debugger and assembler)

+1! Often I find myself pressing "Run", then rapidly switching to the viewport window and jamming the keyboard in a faint hope to deliver a required button press in time. (It's futile of course.) :lol: I know that feeling all too well. :lol: In my experience, not using the keyboard, but a dedicated...
by d4s
Thu Jul 28, 2016 5:53 am
Forum: SNESdev
Topic: SuperDisc BIOS released + analysis [attn: nocash]
Replies: 82
Views: 34482

Re: SuperDisc BIOS released + analysis [attn: nocash]

MottZilla wrote: That's awesome d4s. Are you back from your hiatus now?
I guess you could say that I'm back, although my online activity will probably remain low.
Games like Jet Pilot Rising and Super Boss Gaiden just represent itches I couldn't refrain from scratching. ;)
by d4s
Mon Jul 11, 2016 1:43 pm
Forum: SNESdev
Topic: SuperDisc BIOS released + analysis [attn: nocash]
Replies: 82
Views: 34482

Re: SuperDisc BIOS released + analysis [attn: nocash]

Allow me to revive this thread and leave something here before returning to work on more pressing issues. A couple of friends and me (under the pseudonym "Dieter von Laser") developed and released a new game for the Super Disc: The downloadable file linked...
by d4s
Tue May 03, 2016 2:40 am
Forum: SNESdev
Topic: AtariAge "CPU comparison"
Replies: 146
Views: 24758

Re: AtariAge "CPU comparison"

At each frame update it [...] re-allocate VRAM if needed Potentially reallocating VRAM for each animation frame sounds really excessive. Performance aside, with higher reallocation rates, fragmentation tends to become more of a problem. Also, it sounds like producing lots of arbitrary allocation mi...
by d4s
Thu Apr 07, 2016 1:32 am
Forum: SNESdev
Topic: Heartcore Project WIP
Replies: 42
Views: 9395

Re: Heartcore Project WIP

The game will be a "platform shmup" or a "run 'n' gun" or probably more accurately "run and sling hearts at colorful animals". Gameplay inspiration comes from Alien Soldier and Sparkster SNES. You're certainly not aiming low here. Hideo Ueda, the guy who programmed Sparkster and Axelay amongst othe...
by d4s
Tue Apr 05, 2016 3:57 pm
Forum: SNESdev
Topic: tile pattern ordering in ROM
Replies: 12
Views: 3508

Re: tile pattern ordering in ROM

So should I keep the tiles arranged in a box, and just change the metasprite format to allow size changes in the middle of the animation, or should I ditch the box format as well? Your description of your animation data format is a bit vague, so I can not really comment on that. I find it hard to b...