Search found 112 matches

by kikutano
Tue Jun 16, 2020 1:52 am
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 365
Views: 159971

Re: Mesen-S - SNES Emulator

There is a way to pause the emulator and go foward frame by frame? This feature could be very useful when you develop :) .
by kikutano
Wed Apr 22, 2020 5:19 am
Forum: Homebrew Projects
Topic: Retro Dungeon [Working Title]
Replies: 14
Views: 5716

Re: Retro Dungeon [Working Title]

Thanks you for your feedbacks, but we prefer to use a "modern" style for now. Our goal is to make a game for nes that feel "modern". I know this is probably a controversial, but we are happy with the result for now.

I hope to release a playable demo as soo as I can. Feel free to post your feedback!
by kikutano
Tue Apr 21, 2020 8:03 am
Forum: Homebrew Projects
Topic: Retro Dungeon [Working Title]
Replies: 14
Views: 5716

Re: Retro Dungeon [Working Title]

Some graphics update:

Image

Enjoy! :)
by kikutano
Wed Apr 15, 2020 7:44 am
Forum: NESdev
Topic: First color in background palette is always 0F
Replies: 8
Views: 1428

Re: First color in background palette is always 0F

IIRC the bg palette is taken from the first color from the sprites palettes, so make that one $0C and the others whatever value. .db $0C,$2D,$00,$10, $0C,$15,$38,$20, $0C,$27,$07,$30, $0C,$05,$15,$35 ;;background palette .db $0C,$0C,$2C,$38, $0F,$15,$0D,$10, $0F,$10,$21,$30, $0F,$00,$06,$26 ;;sprit...
by kikutano
Wed Apr 15, 2020 7:14 am
Forum: NESdev
Topic: First color in background palette is always 0F
Replies: 8
Views: 1428

First color in background palette is always 0F

Hi everyone, I'm trying to load my background palette in this simple way: .LoadPalettes: lda $2002 lda #$3F sta $2006 lda #$00 sta $2006 ldx #$00 .LoadPalettesLoop: lda Palettes, x sta $2007 inx cpx #$20 bne .LoadPalettesLoop .LoadAttribute: lda $2002 lda #$23 sta $2006 lda #$C0 sta $2006 ldx #$00 ....
by kikutano
Sat Mar 21, 2020 9:33 am
Forum: Homebrew Projects
Topic: Retro Dungeon [Working Title]
Replies: 14
Views: 5716

Re: Retro Dungeon [Working Title]

Back to work on enemy AI, now I'm working on enemy attacking. :)

Image
by kikutano
Fri Mar 20, 2020 1:41 am
Forum: Homebrew Projects
Topic: Retro Dungeon [Working Title]
Replies: 14
Views: 5716

Re: Retro Dungeon [Working Title]

Some improvements here: - Finally you can go from a Room to another. - Everything is loaded ad runtime, enemies, background, turn system etc etc. Next Step: - Rooms compression. Rooms are described as you can see in the image below. ~1.48Kb needed for every level, too much for a single level. I need...
by kikutano
Thu Mar 05, 2020 4:37 am
Forum: Homebrew Projects
Topic: Retro Dungeon [Working Title]
Replies: 14
Views: 5716

Re: Retro Dungeon [Working Title]

Other than the hero, it looks very good for just replacement graphics. My replacement graphics are always much simpler. If you can draw that much by yourself I don't see a reason why you couldn't polish it up without an artist (unless it's about the work time). All the assets are taken from other a...
by kikutano
Thu Mar 05, 2020 12:56 am
Forum: Homebrew Projects
Topic: Retro Dungeon [Working Title]
Replies: 14
Views: 5716

Retro Dungeon [Working Title]

Hello to everyone! I'm working a new game for NES called "Retro Dungeon" ( working title ). The main idea is to create a rougue like game, with radomized rooms and a tactical turn based combat system. You can also improve your player stats, equip and abilities by killing enemies, collectiong money a...
by kikutano
Thu Feb 06, 2020 12:23 am
Forum: NESdev
Topic: Load sprites from differents chr banks
Replies: 1
Views: 1670

Load sprites from differents chr banks

Hello to everyone, I'm working a new project and this time I need more memory to store my sprites. I've always used NROM for my test, but now I think I will switch on an MMC3. My question is: Can I load sprites from a specific CHR bank and other sprites from another? For example, can I put all anima...
by kikutano
Fri Dec 20, 2019 3:16 am
Forum: NES Music
Topic: FamiStudio NES music editor
Replies: 34
Views: 18447

Re: FamiStudio NES music editor

Wow! Looks amazing! :D Thanks you!
by kikutano
Mon Nov 11, 2019 3:34 am
Forum: General Stuff
Topic: NESMaker reviews?
Replies: 55
Views: 35154

Re: NESMaker reviews?

My question is, why you should make a NES without coding? To me the only reason to make games for NES is to understand how to program for old console with limited hardware, it's all about challenge. NES Maker take off all of this, so why should I make games for NES with a tool? Why don't use Unity o...
by kikutano
Sun Nov 10, 2019 3:31 am
Forum: NESdev
Topic: Translate a sprite in a cell matrix space
Replies: 2
Views: 2628

Re: Translate a sprite in a cell matrix space

Oh thanks, I will try! :)
by kikutano
Sat Nov 09, 2019 3:24 am
Forum: NESdev
Topic: Translate a sprite in a cell matrix space
Replies: 2
Views: 2628

Translate a sprite in a cell matrix space

Hello to everyone, I've a "matrix" space where i translate the player by 16 pixel at time on X and Y, as you can see in the image attached. Now I need to translate an object ( sprite, pickable object, enemy etc etc ) by N cells. The first thing that I do is to put the object on the cell 0, 0 and so ...