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 Forum: Homebrew Projects   Topic: NESmaker update

 Post subject: Re: NESmaker update
Posted: Tue Feb 27, 2018 9:22 am 

Replies: 18
Views: 4005


Interesting. Yeah, I can see that.

I mean, you'd lose a few NMI cycles, but you could likely do a quick table read in custom NMI code to achieve the same results, no? Rather than variable NMIs, variable places to jump within an NMI?

 Forum: Homebrew Projects   Topic: NESmaker update

 Post subject: Re: NESmaker update
Posted: Tue Feb 27, 2018 9:05 am 

Replies: 18
Views: 4005


Forgive me for being dense on this point...I admit, I completely am not sure the benefit, still. If there is an .include "Routines\NMIroutines\NMIcode.asm" , and that NMIcode.asm is exposed in the tool...what functional benefit would be gained from determining its address or making that ad...

 Forum: Homebrew Projects   Topic: NESmaker update

 Post subject: Re: NESmaker update
Posted: Mon Feb 26, 2018 2:12 pm 

Replies: 18
Views: 4005


Question2) Could we please have the NMI in NESmaker consist of a "JMP (NMIaddr)" instruction, so that we can more easily inject our own? (and same for IRQ) Hm - I mean...if anyone knows what they're looking at to this degree, it's not like this would be hard to customize. I'm not sure we'...

 Forum: Homebrew Projects   Topic: NESmaker update

 Post subject: Re: NESmaker update
Posted: Sun Feb 25, 2018 7:33 am 

Replies: 18
Views: 4005


Bananmos - thanks for the feedback! We are still working with definable byte structures, effectively making *classes* of objects, so during the main-game cycle, during applicable parts, updates are happening for the bytes being affected for that class. For instance, an enemy projectile - type - clas...

 Forum: Homebrew Projects   Topic: NESmaker update

 Post subject: Re: NESmaker update
Posted: Fri Feb 23, 2018 10:48 am 

Replies: 18
Views: 4005


Hey friend - didn't work myself on Sydney Hunter at all. Just friends with the Collectorvision guys, and since they just released the SNES Sydney Hunter, and I was doing this video anyway, I asked if they would like the plug as I demonstrated our input manager. :-)

 Forum: Homebrew Projects   Topic: NESmaker update

 Post subject: NESmaker update
Posted: Fri Feb 23, 2018 8:36 am 

Replies: 18
Views: 4005


Not sure the best place to put this - moderators feel free to move. I just wanted to provide a link to the latest NESmaker update, which shows how we handle input management, and open to custom ASM routines. If you're interested or curious, check it out here: https://youtu.be/3NMbWhGs-ck Especially ...

 Forum: Newbie Help Center   Topic: A fun little question

 Post subject: Re: A fun little question
Posted: Thu Feb 15, 2018 10:50 am 

Replies: 13
Views: 2015


Loopy - neat! Not back at computer yet to test, but would i set that up as:

Code:

MYSCRIPT EQU "script.asm"



And then later, including MYSCRIPT would have the same result as .include "script.asm" ? Never used equ before so checking on syntax. Thanks!

 Forum: Newbie Help Center   Topic: A fun little question

 Post subject: Re: A fun little question
Posted: Thu Feb 15, 2018 9:46 am 

Replies: 13
Views: 2015


Hey dude - I was talking about in 6502 assemblers (using ASM6 at the moment). I don't know if it's directly possible there, but...definitely figured it was worth asking. It's something most people wouldn't have much use for, but it occurred it would be super beneficial for what we're trying to do. C...

 Forum: Newbie Help Center   Topic: A fun little question

 Post subject: A fun little question
Posted: Thu Feb 15, 2018 9:39 am 

Replies: 13
Views: 2015


So, something that would help speed up workflow immensely - is there any way to make some sort of declaration of script to include or file to incbin in a variable way? I fully get that ASM is NOT a high level language. But I'm curious. It has functions like .include. Could the target of that .includ...

 Forum: NESdev   Topic: NESMaker Kickstarter - Make NES games without coding

Posted: Mon Feb 05, 2018 3:51 pm 

Replies: 202
Views: 27716


Is there a general palette that is considered the most accurate? (Yes, I know that there is really no such thing as an *accurate* palette, but is there one that is generally regarded as the most accepted as accurate?) I've been given a few different answers through this throughout the years. At this...

 Forum: NESdev   Topic: NESMaker Kickstarter - Make NES games without coding

Posted: Mon Feb 05, 2018 7:33 am 

Replies: 202
Views: 27716


@Psycopathicteen: Hm - is shade of purple way off? I'll have to ask Josh what palette he used. Is there a better one? This would be a fairly easy fix as far as I know, and might even be able to be variable. @Geod: We polled the community more than a few times - those who were vocal about it were ver...

 Forum: NESdev   Topic: NESMaker Kickstarter - Make NES games without coding

Posted: Sat Feb 03, 2018 2:15 pm 

Replies: 202
Views: 27716


Hey everyone - yeah, I think this might be the same guy that hit me up about it. I haven't figured out exactly how to respond, because I don't want to discourage anyone from doing what they feel might help the scene. However, I do want to be sure that it is known there is no affiliation. We were def...

 Forum: NESdev   Topic: NESMaker Kickstarter - Make NES games without coding

Posted: Fri Feb 02, 2018 11:38 am 

Replies: 202
Views: 27716


You guys are awesome, and your feedback and support is humbly appreciated. :-)

 Forum: NESdev   Topic: NESMaker Kickstarter - Make NES games without coding

Posted: Thu Feb 01, 2018 10:15 am 

Replies: 202
Views: 27716


$36. For 3 years of my life building an engine and a tool that can do it. And 30% of that is to cover fees and taxes. Yes. It's as close to free as the team can make it and continue to support it. If this can leave the legacy of helping others get into this and give a resurgence for interest in deve...

 Forum: NESdev   Topic: NESMaker Kickstarter - Make NES games without coding

Posted: Thu Feb 01, 2018 9:44 am 

Replies: 202
Views: 27716


@Erock - responded to Mystic Origins questions elsewhere for ya! :-) As for mapper 30 on everdrive...we don't have control of that. We had a successful test of hacking Troll Burner as a mapper2, and it played fine (minus mapper 30 features like tile anim from chr ram bankswitching) on an Everdrive. ...
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