Search found 118 matches

by team_disposable
Fri May 18, 2018 2:09 pm
Forum: Homebrew Projects
Topic: New Game - Bootèe
Replies: 3
Views: 2862

Re: New Game - Bootèe

I saw the title font for this on a blog somewhere and it looked great - can't wait to try it.
by team_disposable
Mon Apr 23, 2018 2:45 pm
Forum: General Stuff
Topic: Favorite Linux Distros
Replies: 36
Views: 8317

Re: Favorite Linux Distros

I've been using mint pretty exclusively for the last few years (when using Linux). It has all the benefits of Ubuntu (great hardware support) but its a bit cleaner (also Ubuntu made some odd decisions regarding feeding any local search results to amazon a few years ago). I'd definitely recommend it....
by team_disposable
Wed Mar 28, 2018 9:09 am
Forum: SNESdev
Topic: Indirect referencing a banked location in CA65
Replies: 2
Views: 2439

Re: Indirect referencing a banked location in CA65

That was it! Genius, thank you tepples! I was reading the docs as well, I don't know why that didn't click. For anyone else trying to use three byte addresses, here's the working routine (this is for a 16 colour palette): .pushseg .ZEROPAGE palette_pointer: .res 3 ;this is used as a temp register zp...
by team_disposable
Wed Mar 28, 2018 8:17 am
Forum: 2017 NESdev Competition
Topic: Banghammer
Replies: 26
Views: 24037

Re: Banghammer

I put it aside for a couple of weeks to get a wider focus on what it should actually be, but I should be getting back to it soon. I've resolved I'm not going to make the cart (again)!
by team_disposable
Wed Mar 28, 2018 8:08 am
Forum: SNESdev
Topic: Indirect referencing a banked location in CA65
Replies: 2
Views: 2439

Indirect referencing a banked location in CA65

Can anyone provide a code example of how you would reference a 3 byte (i.e. bank and then 16k address) location on the SNES using a pointer in CA65 ASM? Is this something that is commonly done or am I missing a trick? The intention is to use nested lookup tables for scenes, palettes, and the suchlik...
by team_disposable
Wed Mar 14, 2018 5:00 pm
Forum: General Stuff
Topic: Hypothetical: Your Dream IP to license
Replies: 28
Views: 6111

Re: Hypothetical: Your Dream IP to license

The original aeon flux is amazing and would make a great game.

70s Italian cinema would make for some excellent games - Danger Diabolik or Susperia maybe.
by team_disposable
Mon Feb 26, 2018 5:49 am
Forum: General Stuff
Topic: Kathy Benjamin explains how homebrew is for witches
Replies: 41
Views: 9004

Re: Kathy Benjamin explains how homebrew is for witches

Ah, thanks DRW, now I've enjoyed this thread twice!

And tepples, good on you for recognising your hypocrisy around Star Evil (of which my opinion is that the authors rights should have been respected above all)! Please do post anything else interesting you find!
by team_disposable
Sat Feb 24, 2018 1:40 am
Forum: 2017 NESdev Competition
Topic: Banghammer
Replies: 26
Views: 24037

Re: Banghammer

Thanks! I'll be picking this up again this week, so hopefully something soon. Ive been trying to write some more generic new libraries in the meantime.
by team_disposable
Thu Feb 08, 2018 4:33 am
Forum: 2017 NESdev Competition
Topic: Progress thread: Inherent Smile
Replies: 87
Views: 45313

Re: Progress thread: Inherent Smile

I've been playing this most of the morning and its been destroying my work ethic. Great game, quite tough though with some very high powered enemies early on. I got the silver sword and thought could finally get some payback on those rats but nope - maybe next time! One thing to comment on - the dea...
by team_disposable
Thu Feb 08, 2018 4:12 am
Forum: Newbie Help Center
Topic: NESST Metasprite Help
Replies: 11
Views: 2705

Re: NESST Metasprite Help

Just checked, yes was reverted. Was refusing optimisation (Oi) and add debug (g) as a single -Oig on CC65 (insisting instead on them separately as -Oi and -g). I've just reverted it back to -Oig in my makefile to check and it looks like it accepts them together again now. The dangers of life at the ...
by team_disposable
Thu Feb 08, 2018 2:59 am
Forum: Newbie Help Center
Topic: NESST Metasprite Help
Replies: 11
Views: 2705

Re: NESST Metasprite Help

Makes sense! I'm on a linux automated update of ca65 releases and I've noticed a few switched of syntax. One day I couldn't compile as I had to change the order of the switches! It's great to have an assembler/compiler that's being so actively developed though. Since it seems like the switch is limi...
by team_disposable
Thu Feb 08, 2018 2:31 am
Forum: Newbie Help Center
Topic: NESST Metasprite Help
Replies: 11
Views: 2705

Re: NESST Metasprite Help

More questions on this! With regards to the offsets as minus numbers, how are people storing these? It seems that with CA65 at least, you would need to convert them in to their positive (2s compliment) equivalent - After this discussion, I have just attempted to store an (unrelated to NESST) array f...
by team_disposable
Fri Feb 02, 2018 2:55 pm
Forum: 2017 NESdev Competition
Topic: Banghammer
Replies: 26
Views: 24037

Re: Banghammer

Ah I was just posting about this too. I thought there was some secret benefit I'd overlooked. Cheaper is better!
by team_disposable
Fri Feb 02, 2018 2:27 pm
Forum: 2017 NESdev Competition
Topic: Banghammer
Replies: 26
Views: 24037

Re: Banghammer

The pose is physically possible, although the reference material I've seem does mostly have the hand facing backwards - I think this would make for a more boring image, however. I'm actually such a rookie I don't think about lighting - that's a really good point and something I need to practice on. ...
by team_disposable
Fri Feb 02, 2018 1:30 pm
Forum: 2017 NESdev Competition
Topic: Banghammer
Replies: 26
Views: 24037

Re: Banghammer

Once more I have been drawing pictures that my programming can't cash.
Title-big_guns_colour_2.bmp
Comments/critique appreciated.