<3
Someone made a time lapse video of the dev stream:
https://www.youtube.com/watch?v=DcHKqaKljGQ
Search found 185 matches
- Fri Apr 24, 2015 12:54 pm
- Forum: Homebrew Projects
- Topic: Morphcat's live streaming making an NES game for Ludum Dare
- Replies: 16
- Views: 9578
- Wed Apr 22, 2015 12:55 pm
- Forum: Homebrew Projects
- Topic: Morphcat's live streaming making an NES game for Ludum Dare
- Replies: 16
- Views: 9578
Re: Morphcat's live streaming making an NES game for Ludum D
thanks, guys!
We reserved some space for a status bar which we never got to implement.
As for the top border, I guess that was a questionable decision. I figured it would be bad if the top rows were cut off by overscan with how we were designing maps at first.
We reserved some space for a status bar which we never got to implement.
As for the top border, I guess that was a questionable decision. I figured it would be bad if the top rows were cut off by overscan with how we were designing maps at first.
- Mon Apr 20, 2015 4:50 pm
- Forum: Homebrew Projects
- Topic: Morphcat's live streaming making an NES game for Ludum Dare
- Replies: 16
- Views: 9578
Re: Morphcat's live streaming making an NES game for Ludum D
And here's the finished game. Probably going to polish it some more after Ludum Dare.
Banana Nana

NES rom
Source
Ludum Dare entry page
Banana Nana

NES rom
Source
Ludum Dare entry page
- Mon Jun 09, 2014 11:53 am
- Forum: NESdev
- Topic: Programming language, beginner question
- Replies: 21
- Views: 7069
Re: Programming language, beginner question
Assembly. I tried C in the past, it worked well and was nice for a change, but I couldn't have done it without knowledge of 6502 ASM. Once you've written a bunch of utility macros/sub-routines and feel comfortable, programming in assembly can be pretty fast, actually. Admittedly, complex arithmetic ...
- Sat May 24, 2014 3:14 am
- Forum: Homebrew Projects
- Topic: NESpix - Tileset/Pixel Art Editor
- Replies: 17
- Views: 16497
Re: NESpix - Tileset/Pixel Art Editor
Well, that gives me things to think about.
Having multiple lists and using actual stack addresses is neat, I think I will adapt that for other projects.
Having multiple lists and using actual stack addresses is neat, I think I will adapt that for other projects.
- Thu May 22, 2014 3:18 am
- Forum: Homebrew Projects
- Topic: NESpix - Tileset/Pixel Art Editor
- Replies: 17
- Views: 16497
Re: NESpix - Tileset/Pixel Art Editor
miau, I took a look at your source for any inspiration. I was wondering if you would be willing to explain your NMI routine's cmd priority/task queue system. What does it allow you to do? And/or, if you would be willing to explain the source with a bit more detail I would appreciate it. I have some...
- Wed May 21, 2014 6:04 am
- Forum: Homebrew Projects
- Topic: NESpix - Tileset/Pixel Art Editor
- Replies: 17
- Views: 16497
Re: NESpix - Tileset/Pixel Art Editor
miau, would you be willing to share your source code? I'm sure I could modify the save routine to support flash writes instead of regular sram writes that are being done now. I added a source code link to the first post. Be aware it needs lazy65 to compile. Actually, the only reason NESpix even cam...
- Mon May 19, 2014 7:31 am
- Forum: Homebrew Projects
- Topic: NESpix - Tileset/Pixel Art Editor
- Replies: 17
- Views: 16497
Re: NESpix - Tileset/Pixel Art Editor
Aww, cyberbully, you! <3ui wrote:Miau, this sux, dont ever touch NES again or i will quillzzz you...
Now make a nice tileset and post a screenshot.
- Mon May 19, 2014 3:18 am
- Forum: Homebrew Projects
- Topic: NESpix - Tileset/Pixel Art Editor
- Replies: 17
- Views: 16497
Re: NESpix - Tileset/Pixel Art Editor
Thanks, I fixed it!
- Sun May 18, 2014 2:51 pm
- Forum: Homebrew Projects
- Topic: NESpix - Tileset/Pixel Art Editor
- Replies: 17
- Views: 16497
NESpix - Tileset/Pixel Art Editor
http://morphcat.de/files/NESpix1.png http://morphcat.de/files/NESpix2.png Exactly what the title says! Allows you to create 16x16-pixel tiles and arrange them for a quick preview. You can easily extract saved graphics from your emulator's/flash cart's SRAM files using YY-CHR. Download NESpix 1.0.1 ...
- Sun May 11, 2014 9:21 am
- Forum: NESdev
- Topic: lazymake/lazy65 - a ca65 pre-parser
- Replies: 11
- Views: 7471
Re: lazy65 - a ca65 pre-parser
Updated. Fixed a couple of bugs and added the custom commands .reszp and .resbss. This: .proc func .segment "ZEROPAGE" localvar: .res 1 .segment "CODE" rts .endproc can now be written like this: .proc func localvar: .reszp 1 rts .endproc .reszp and .resbss use the ca65 commands .pushseg and .popseg ...
- Sat May 03, 2014 2:40 pm
- Forum: NESdev
- Topic: lazymake/lazy65 - a ca65 pre-parser
- Replies: 11
- Views: 7471
Re: lazy65 - a ca65 pre-parser
Woops, fixed.
Cool. I am going to look into that.
Cool. I am going to look into that.
- Sat May 03, 2014 1:49 pm
- Forum: NESdev
- Topic: lazymake/lazy65 - a ca65 pre-parser
- Replies: 11
- Views: 7471
Re: lazy65 - a ca65 pre-parser
I did a kind of hacky thing with macros to scope macros that are a part of a header interface: http://forums.nesdev.com/viewtopic.php?p=112437#p112437 Oh, I never checked that topic again. Interesting. A bit of nasty boilerplate code, but still, it goes to show how powerful ca65 really is. lazy65.c...
- Fri May 02, 2014 6:11 pm
- Forum: NESdev
- Topic: lazymake/lazy65 - a ca65 pre-parser
- Replies: 11
- Views: 7471
lazymake/lazy65 - a ca65 pre-parser
Hey folks, I got fed up with having to write header files and ca65's limitations when working with scopes so I created this little tool. This is what it allows you to do: File: Module.z .segment "CODE" func1: .proc func2 var1: .reszp 1 .endproc .macro someMacro arg1, arg2 .endmacro File: main.z .use...
- Mon Aug 26, 2013 9:20 am
- Forum: General Stuff
- Topic: Making an NES game for Ludum Dare
- Replies: 9
- Views: 3429
Re: Making an NES game for Ludum Dare
In Miau' game, there's something strange about the bottom carrot in top left cross in level 3... I can't seem to pick it up... Ah, I was fearing this bug would render the game unwinnable for a lot of players. It does not occur on every playthrough, as Kasumi mentioned. Miau's game turned out nicely...