Search found 85 matches

by gravelstudios
Thu Nov 19, 2020 5:15 am
Forum: NESdev
Topic: How do you publish an NES ROM?
Replies: 17
Views: 3753

Re: How do you publish an NES ROM?

I haven't reviewed it myself, but this very recently published fork of FCEUX is apparently attempting to make steam publishing of NES ROMs easy: NEStek: https://lowtekgames.itch.io/nestek Oh wow, that is pretty much what I was originally looking for. At this point I'm so far along with my own emula...
by gravelstudios
Wed Oct 28, 2020 12:54 pm
Forum: NESemdev
Topic: What palette does MESEN use?
Replies: 2
Views: 2121

Re: What palette does MESEN use?

OK, thanks. That pretty much sums it up. I already exported MESEN's default palette and was already using it in my project. I just wanted to make sure nobody was going to get mad at me for doing so.
by gravelstudios
Wed Oct 28, 2020 9:51 am
Forum: NESemdev
Topic: What palette does MESEN use?
Replies: 2
Views: 2121

What palette does MESEN use?

Does anybody know where MESEN's default palette came from? I ask because I'd like to use it as the default palette for my emulator/game as well, and I'm not sure whether I'd need permission or something from whoever made it initially. On one hand, it's just a palette...192 bytes of data. on the othe...
by gravelstudios
Tue Oct 27, 2020 5:01 am
Forum: NESemdev
Topic: Custom Emulator for Steam release of Homebrew
Replies: 4
Views: 1585

Re: Custom Emulator for Steam release of Homebrew

Dwedit wrote:
Mon Oct 26, 2020 11:21 pm
Shouldn't really be allocating a new texture every frame, instead you should update the texture.
Yes, that had occurred to me also.
by gravelstudios
Mon Oct 26, 2020 4:54 pm
Forum: NESemdev
Topic: Custom Emulator for Steam release of Homebrew
Replies: 4
Views: 1585

Re: Custom Emulator for Steam release of Homebrew

Visual Studio 2017 community. short version: I got some code off of Stack Overflow for using a Texture2D and passing a Color array to it to draw my screen. I didn't notice that I had to Dispose the Texture2D on each frame. so my emulator was basically hanging onto each frame of video until the garba...
by gravelstudios
Fri Oct 23, 2020 6:25 am
Forum: NESemdev
Topic: Custom Emulator for Steam release of Homebrew
Replies: 4
Views: 1585

Custom Emulator for Steam release of Homebrew

I mentioned in another thread that I'm building a custom emulator using MonoGame framework and C# in which to package my game rom for release on platforms like Steam that require the game to be a standalone exe file. After about a week of work, I have it running (not counting APU, I'm just going to ...
by gravelstudios
Wed Oct 21, 2020 7:29 am
Forum: NESdev
Topic: How do you publish an NES ROM?
Replies: 17
Views: 3753

Re: How do you publish an NES ROM?

I'm pretty well committed to the course of writing my own custom emulator to wrap my ROM in. I've got it displaying nametables and scrolling so far (in grayscale, no color yet). I made some missteps in my CPU code, so I'm rewriting it to be easier to maintain. I'm having fun with it, and like I said...
by gravelstudios
Mon Oct 19, 2020 3:58 am
Forum: NESdev
Topic: How do you publish an NES ROM?
Replies: 17
Views: 3753

Re: How do you publish an NES ROM?

I've already started on my custom emulator using C#/MonoGame and it's coming along OK. I spent the weekend working on it between chores and mountain biking. I'm a little conflicted about it. On one hand, I'm an experienced C# programmer (it's part of my actual day-job) and I'd been intending to lear...
by gravelstudios
Sat Oct 17, 2020 4:04 pm
Forum: NESdev
Topic: How do you publish an NES ROM?
Replies: 17
Views: 3753

Re: How do you publish an NES ROM?

APU aside, a barebones NES emulator would be pretty easy to write, and since you're aware of all the timing constraints of your own game you wouldn't even have to make the emulator particularly accurate in that regard. No need to bother with obscure quirks either, a simple 6502 core and a scanline-...
by gravelstudios
Sat Oct 17, 2020 9:45 am
Forum: NESdev
Topic: How do you publish an NES ROM?
Replies: 17
Views: 3753

How do you publish an NES ROM?

I apologize if this question has been answered previously, but I searched and couldn't really find the details I was after. How do you go about publishing a new NES game on a service such as Steam? Based on my initial research, it seems that they expect the game to be a standalone executable. Does S...
by gravelstudios
Sat Dec 07, 2019 2:17 pm
Forum: 2019 NESdev Competition
Topic: Compo Entry coming soon: NNNNNN
Replies: 20
Views: 10888

Re: Compo Entry coming soon.....

I'm 90% sure that my game won't be done in time, and I don't want to reveal it partially done. When I switched from CNROM to UNROM, I ended up getting deep into the weeds of graphics tile compression, probably way more than I needed to. It was a fun excursion and I learned a lot, but it stalled my p...
by gravelstudios
Sun Dec 01, 2019 8:55 am
Forum: NESdev
Topic: TileNipper: My graphics tile manipulation tool
Replies: 1
Views: 2287

TileNipper: My graphics tile manipulation tool

I realize this is well-trod ground already, but since switching my project from CNROM to UNROM I needed a tool for manipulating my CHR tile files more than TileLayerPro would allow for. So I made it myself. Introducing TileNipper, a command line tool for resizing and compressing data files. http://g...
by gravelstudios
Sat Nov 23, 2019 5:19 am
Forum: 2019 NESdev Competition
Topic: Multicart Requirements
Replies: 5
Views: 6283

Re: Multicart Requirements

If I decide to enter it (I'm not sure if I'll be done in time--now it's looking increasingly unlikely--we'll see) I'll keep it to 64 KiB. When I first started, my goal was to make a game sort of like SMB1 on NROM. Then decided to switch to CNROM with 4 CHR banks to get some visual variety, but I fou...
by gravelstudios
Fri Nov 22, 2019 5:23 pm
Forum: 2019 NESdev Competition
Topic: Multicart Requirements
Replies: 5
Views: 6283

Re: Multicart Requirements

I'm starting to consider switching to UNROM. 32 KB fills up fast. If I do, how many banks of PRG ROM are allowed?
by gravelstudios
Fri Nov 22, 2019 3:56 am
Forum: NES Graphics
Topic: Asking for trouble using color $2D?
Replies: 9
Views: 7715

Re: Asking for trouble using color $2D?

Just don't do naive fades that subtract $10 from the color value, and you won't end up writing $0D (blacker than black) to the palette. My fade-out routine checks for $1D and $2D and changes them to $0F, so that's not an issue. Thanks guys. I think I'll keep using the $XD entries and not worry abou...