Search found 581 matches

by pubby
Sat Oct 07, 2023 8:00 am
Forum: Homebrew Projects
Topic: Donut NES CHR compression
Replies: 22
Views: 21912

Re: Donut NES CHR compression

It seems like most people are hoping for documentation improvements, I don't think this has to be too comprehensive, just a few more sentences on how to use donut in a project, what all the options do, and how the algorithm works.
by pubby
Thu Oct 05, 2023 1:22 pm
Forum: 2023 NESdev Competition
Topic: Little Sisyphus
Replies: 7
Views: 2457

Little Sisyphus

Here's my entry. Little Sisyphus is a physics-based platformer where you have to get a ball to the top of a mountain. It's quite difficult! https://img.itch.zone/aW1hZ2UvMjI5NDc0OS8xMzYwMjE4Mi5wbmc=/original/CQak82.png https://img.itch.zone/aW1nLzEzNjAxODcwLmdpZg==/original/8n4vM2.gif https://img.it...
by pubby
Thu Oct 05, 2023 1:07 pm
Forum: Homebrew Projects
Topic: Donut NES CHR compression
Replies: 22
Views: 21912

Re: Donut NES CHR compression

Posted in #general-nesdev
by pubby
Thu Sep 28, 2023 12:58 am
Forum: Homebrew Projects
Topic: Donut NES CHR compression
Replies: 22
Views: 21912

Re: Donut NES CHR compression

Someone on the discord mentioned a bug in the decoder. donut_block_buffer does not refer to the actual buffer, but 64 bytes behind it. I love/use donut, but it's been hard to find ever since it lost its Github page. The wiki has its merits, but donut is underused because most people have no clue it ...
by pubby
Sun Aug 27, 2023 4:29 am
Forum: Homebrew Projects
Topic: my mancala game almost ready for release 😸 comments welcome
Replies: 10
Views: 2066

Re: my mancala game almost ready for release 😸 comments welcome

Nice! I really like the board graphics.

I'd recommend adding a screenshot or two to your post. To be honest, I wasn't sure if your links were even to a NES game, or were some automated spambot post.
by pubby
Sun Aug 13, 2023 12:56 am
Forum: Homebrew Projects
Topic: Full Quiet - cryptic open-world mystery adventure platformer
Replies: 32
Views: 9136

Re: Full Quiet - cryptic open-world mystery adventure platformer

There was an online game I used to play that had user-made levels, and groups of users would congregate around one specific level of their choice. The funny thing was, when users of level A would play level B, they would screech that it was poorly-designed, non-obvious, and unintuitive. Likewise, wh...
by pubby
Fri Aug 04, 2023 11:09 am
Forum: NESdev
Topic: NESFab
Replies: 15
Views: 3941

Re: NESFab

The compiler has been updated a bunch. It now supports 11 mappers (including MMC1 and MMC3), along with several new features and bug fixes. A few projects have been completed using NESFab. Below is a screenshot for "Desert Escape" by Wowee! games. You can find more projects on the NESFab w...
by pubby
Sat Apr 08, 2023 7:34 am
Forum: SNESdev
Topic: Is the following ChatGPT-generated SNES code legit?
Replies: 27
Views: 4530

Re: Is the following ChatGPT-generated SNES code legit?

I use ChatGPT for code sometimes and it's not accurate enough to complete entire projects of this nature, especially in assembly. You still need to know how to code to be productive with it. Obviously this may change in the future, but at that point we'd have bigger concerns.
by pubby
Thu Mar 09, 2023 8:55 pm
Forum: NES Hardware and Flash Equipment
Topic: Scanline counters on BNROM
Replies: 7
Views: 948

Re: Scanline counters on BNROM

Some helpful ideas in this thread :beer:
aquasnake wrote: Thu Mar 09, 2023 8:11 pm mapper #208 with no databus read check?
That's interesting I've never heard about this mapper before. Is mapper 189 the same thing without the protection scheme?
by pubby
Thu Mar 09, 2023 6:44 pm
Forum: NES Hardware and Flash Equipment
Topic: Scanline counters on BNROM
Replies: 7
Views: 948

Scanline counters on BNROM

I made a programming language for the NES which generates ROMs in 32K banks. Several people have requested that this language supports IRQ scanline counters, but the problem is mappers like MMC3 have complicated banking schemes which cannot be handled by my language. I'm wondering how feasible it is...
by pubby
Mon Mar 06, 2023 10:20 pm
Forum: NESdev
Topic: NESFab
Replies: 15
Views: 3941

Re: NESFab

It's still rough around the edges, but I've decided to release the software already. You can get it at: https://pubby.games/nesfab.html There's still a decent amount of work to be done, but since I was able to compile a small game already, it seemed like a good point to share. https://pubby.games/ha...
by pubby
Tue Jan 31, 2023 7:10 am
Forum: NESdev
Topic: Newb decompiling first game; Convoy No Nazo
Replies: 5
Views: 1184

Re: Newb decompiling first game; Convoy No Nazo

Waiting each frame ensures a consistent frame-rate. Otherwise the game logic would run as fast as possible, and the action would slow down when more stuff is being calculated.
by pubby
Fri Jan 27, 2023 5:07 pm
Forum: NESdev
Topic: Expansion audio on NES?
Replies: 6
Views: 1123

Re: Expansion audio on NES?

I think you're overemphasizing the importance of mapper "power" and confusing it with the amount of features offered. If you look at your favorite NES games, most of them run on simple chips. The nice thing about simple chips is that they're easy to reproduce and easy to program. Keep in m...
by pubby
Fri Jan 27, 2023 6:29 am
Forum: NESdev
Topic: How to measure how much VBLANK and non-VBLANK time I have left?
Replies: 6
Views: 943

Re: How to measure how much VBLANK and non-VBLANK time I have left?

The debuggers on most emulators display the current scanline. If you insert a breakpoint to the end of your NMI code and check the scanline, you can see if you're in VBLANK or not. If you're looking to do it in 6502 code, I think you can poll PPUSTATUS and check bit 7 to see if VBLANK happening, tho...
by pubby
Sat Jan 14, 2023 7:03 pm
Forum: NESdev
Topic: NESFab
Replies: 15
Views: 3941

Re: NESFab

Cool project. How did you learn to compile your own language to assembly? It has to be pretty complicated, building a parser etc etc.? Mostly learned from Wikipedia and academic papers. A compiler can be complex or it can be simple depending on how far you want to take it. I made a FORTH-like langu...