Search found 184 matches

by miau
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: 8726

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.
by miau
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: 8726

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
Image

NES rom
Source

Ludum Dare entry page
by miau
Mon Jun 09, 2014 11:53 am
Forum: NESdev
Topic: Programming language, beginner question
Replies: 21
Views: 6506

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 ...
by miau
Sat May 24, 2014 3:14 am
Forum: Homebrew Projects
Topic: NESpix - Tileset/Pixel Art Editor
Replies: 17
Views: 14659

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.
by miau
Thu May 22, 2014 3:18 am
Forum: Homebrew Projects
Topic: NESpix - Tileset/Pixel Art Editor
Replies: 17
Views: 14659

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...
by miau
Wed May 21, 2014 6:04 am
Forum: Homebrew Projects
Topic: NESpix - Tileset/Pixel Art Editor
Replies: 17
Views: 14659

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...
by miau
Mon May 19, 2014 7:31 am
Forum: Homebrew Projects
Topic: NESpix - Tileset/Pixel Art Editor
Replies: 17
Views: 14659

Re: NESpix - Tileset/Pixel Art Editor

ui wrote:Miau, this sux, dont ever touch NES again or i will quillzzz you...
Aww, cyberbully, you! <3
Now make a nice tileset and post a screenshot.
by miau
Mon May 19, 2014 3:18 am
Forum: Homebrew Projects
Topic: NESpix - Tileset/Pixel Art Editor
Replies: 17
Views: 14659

Re: NESpix - Tileset/Pixel Art Editor

Thanks, I fixed it!
by miau
Sun May 18, 2014 2:51 pm
Forum: Homebrew Projects
Topic: NESpix - Tileset/Pixel Art Editor
Replies: 17
Views: 14659

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 ...
by miau
Sun May 11, 2014 9:21 am
Forum: NESdev
Topic: lazymake/lazy65 - a ca65 pre-parser
Replies: 11
Views: 6811

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 ...
by miau
Sat May 03, 2014 2:40 pm
Forum: NESdev
Topic: lazymake/lazy65 - a ca65 pre-parser
Replies: 11
Views: 6811

Re: lazy65 - a ca65 pre-parser

Woops, fixed.
Cool. I am going to look into that.
by miau
Sat May 03, 2014 1:49 pm
Forum: NESdev
Topic: lazymake/lazy65 - a ca65 pre-parser
Replies: 11
Views: 6811

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...
by miau
Fri May 02, 2014 6:11 pm
Forum: NESdev
Topic: lazymake/lazy65 - a ca65 pre-parser
Replies: 11
Views: 6811

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...
by miau
Mon Aug 26, 2013 9:20 am
Forum: General Stuff
Topic: Making an NES game for Ludum Dare
Replies: 9
Views: 3100

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...
by miau
Sat Aug 24, 2013 4:24 am
Forum: General Stuff
Topic: Making an NES game for Ludum Dare
Replies: 9
Views: 3100

Making an NES game for Ludum Dare

...and live-streaming it. I haven't been posting/contributing here in a while so it feels wrong to plug this, but I thought some of you might be interested. Here's the link: http://www.twitch.tv/morphcat The stream will be online all of today and tomorrow (except when I sleep). If the game turns out...