Search found 110 matches

by Wave
Tue Jan 31, 2017 12:44 pm
Forum: General Stuff
Topic: PAL NES games with speed changes
Replies: 7
Views: 3234

Re: PAL NES games with speed changes

I don't really know of any unlicensed releases in Europe, not counting pirate carts. I know there are surely some, but it was much bigger in America and Asia, and these kinds of releases typically only have one ROM version as far as I know/expect. I think it was probably a lot more difficult to dis...
by Wave
Mon May 09, 2016 7:04 am
Forum: NESdev International
Topic: Comunidad nesdev hispana
Replies: 94
Views: 77084

Re: Comunidad nesdev hispana

Hombre, no estaría de más tener un engine para el scroll por ejemplo, o algo básico para las colisiones. Mi idea es hacer algo el problema es que no puede ser muy "generico" porque es algo muy muy ligado a como se haga el juego y las colisiones por ejemplo consumen mucho tiempo. Veremos en que acab...
by Wave
Mon May 09, 2016 4:13 am
Forum: NESdev International
Topic: Comunidad nesdev hispana
Replies: 94
Views: 77084

Re: Comunidad nesdev hispana

Bienvenido, a ver si nos juntamos unos pocos mas por aqui. Yo estoy intentando hacer unas extensiones para las librerias de shiru para añadir mas cosillas y hacer un framework con el que hacer mas facilmente todo para la NES. A ver si llego a hacer con el algo! Madre mía, llevas con ese proyecto de...
by Wave
Mon May 09, 2016 2:36 am
Forum: NESdev International
Topic: Comunidad nesdev hispana
Replies: 94
Views: 77084

Re: Comunidad nesdev hispana

Bienvenido, a ver si nos juntamos unos pocos mas por aqui.
Yo estoy intentando hacer unas extensiones para las librerias de shiru para añadir mas cosillas y hacer un framework con el que hacer mas facilmente todo para la NES. A ver si llego a hacer con el algo!
by Wave
Wed Apr 27, 2016 1:38 pm
Forum: NES Hardware and Flash Equipment
Topic: Mapper 36 / TXC 01-22000-400 writeup
Replies: 1
Views: 1121

Re: Mapper 36 / TXC 01-22000-400 writeup

As a side note, Strike Wolf was not published by Gluk Video (I'm the creator of glukvideo.info) it's only named because it's the name given to the mapper on some emulators, maybe I'll have to rename it on the page :) Great work by the way! Also, i've given Gluk Video dumps to no-intro of every Gluk ...
by Wave
Fri Jan 06, 2012 3:07 pm
Forum: phpBB Issues
Topic: Minor complaints
Replies: 4
Views: 5244

WhatULive4 wrote::( Now this site is blocked from work. nesdev.com/bbs always worked, but whenever parodius is added in it gets flagged as "gaming". I guess I'll just have to be more productive!
Woah, same thing happened this week on my work :O
by Wave
Fri Dec 16, 2011 1:08 pm
Forum: Other Retro Dev
Topic: Intellivision's CP1610 CPU
Replies: 15
Views: 10197

tokumaru wrote:With a higher clock rate, that might actually be a fun CPU to code for.
Yeah, the autoincremented registers are cool.
by Wave
Wed Dec 14, 2011 1:28 pm
Forum: Newbie Help Center
Topic: Objects that carry objects
Replies: 2
Views: 1575

Objects that carry objects

I'm thinking about using diferent object for example for a player and his sword, this way each one can have it's bounding box and collide with it's needings. Question is, how do you superpose player and weapon? My first thought is to have both objects have the same animation width and height so you ...
by Wave
Thu Dec 01, 2011 4:49 am
Forum: Newbie Help Center
Topic: Background collision bitmap
Replies: 1
Views: 2013

Background collision bitmap

Reading this post from tokumaru: http://nesdev.com/bbs/viewtopic.php?p=4617#4617 I've started to think about my collision system for backgrounds. I'd like to apply the idea of the collision points for every object. But 1 bit for every tile seems too much, I'm thinking about doing a 16x16 collision m...
by Wave
Tue Nov 29, 2011 4:32 am
Forum: Newbie Help Center
Topic: Vertical Parallax effect in Battletoads
Replies: 14
Views: 4136

I think it's done replacing tiles in CHR-RAM to make an effect that it's moving, you could check on an emulator.
by Wave
Mon Nov 28, 2011 9:49 am
Forum: Newbie Help Center
Topic: Hello World
Replies: 267
Views: 47322

Is there an idiom to detect overflow when adding a signed number to an unsigned number, such as when adding an instantaneous velocity to a critter's position? I take the the unsigned number and adc the positive value of the signed number if it's positive or sbc the positive value of the signed numb...
by Wave
Thu Nov 24, 2011 9:12 am
Forum: Newbie Help Center
Topic: How do you distribute your frame time?
Replies: 18
Views: 5044

I don't think I have any suggestions for improving your routine, since a lot of game aspects have influence over this kind of thing. I just thought the times you mentioned sounded bad, but then again this is a complex process due to the flipping, clipping of parts that are off screen and even OAM c...
by Wave
Thu Nov 24, 2011 5:46 am
Forum: Newbie Help Center
Topic: How do you distribute your frame time?
Replies: 18
Views: 5044

Your metasprite drawing routine sounds incredibly slow. Are you sure you can't optimize it anymore? Anyway, one of the slowest things in my engine is the scrolling, because of the realtime map decoding that has to be done. I believe it takes something close to 30 scanlines to process a new row or c...
by Wave
Thu Nov 24, 2011 2:45 am
Forum: Newbie Help Center
Topic: How do you distribute your frame time?
Replies: 18
Views: 5044

How do you distribute your frame time?

How many cycles takes in your program each section? -Game logic -Scrolling -Apply objects physics -Drawing objects (to shadow oam) -Object-Object collision -Object-Background collision I think I will run out of time if there's more than 6-7 objects in a frame, only drawing the metasprites (with H or...
by Wave
Sat Nov 12, 2011 9:37 am
Forum: Newbie Help Center
Topic: Fade in, fade out
Replies: 24
Views: 5537

This is a demo of my system showing various palette effects from Megaman 2.
Up/Down to change brightness, SELECT to change "stage"
http://www.mediafire.com/?2hbtbebc83h66s7