Search found 99 matches

by SecretServiceDude
Sun Nov 09, 2008 2:42 am
Forum: Newbie Help Center
Topic: How do I switch from NROM to UNROM?
Replies: 14
Views: 6203

How do I switch from NROM to UNROM?

I've tried to set the mapper number to 2 in the iNES header, and I've toyed around with the ld65 linker config file, but I don't really know what I'm doing. Nestopia gives me a "Corrupt file!" message when I try to load the ROM. Has anyone got an example handy that could help get me up and running? ...
by SecretServiceDude
Sat Nov 08, 2008 4:09 am
Forum: NESdev
Topic: Want to start some serious level design
Replies: 8
Views: 3435

blargg wrote:Map of Metroid. I imagine repetition was one of the only ways to get such a large map into that sized ROM.
Ah yes, I've seen that map. It would have been really sweet if the map documented all the hidden worlds that you can access by exploiting the wall climb glitch.
by SecretServiceDude
Sat Nov 08, 2008 3:37 am
Forum: NESdev
Topic: Setting up vertical parallax
Replies: 37
Views: 9348

Something tells me that your game will really rock. I sure hope so. That's really awesome to hear. Thanks for the encouraging words! You seem to be an awesome graphist too. Again, thanks for the compliment. Actually, one of the major reasons I chose to create an NES game (besides nostalgia) is that...
by SecretServiceDude
Sat Nov 08, 2008 2:10 am
Forum: NESdev
Topic: Setting up vertical parallax
Replies: 37
Views: 9348

@Secret sevice dude : I'm really sorry but you'll have to read the whole thread ignoring all tepples and tokumaru's posts, because they were assuming you were scrolling horizontally all the way down there . This should be really confusing to you but I can't do much for you. I should have been confu...
by SecretServiceDude
Fri Nov 07, 2008 10:50 pm
Forum: NESdev
Topic: Setting up vertical parallax
Replies: 37
Views: 9348

@SecretServiceDude: Sorry, I missed the part where you showed you'd need to change 5 tiles and just from looking at it I assumed 4 (although you could easily reduce it to 4 if you shifted the graphics down a bit, unless you have a very specific reason to use that particular vertical position). If t...
by SecretServiceDude
Fri Nov 07, 2008 8:54 pm
Forum: NESdev
Topic: Want to start some serious level design
Replies: 8
Views: 3435

Will your game have a map like the one in Super Metroid or Castlevania: SOTN ? That might be useful depending on how big the game world is. Lack of a map is one of the major reasons I dislike the NES version of Metroid . The rooms are so similar to each other, it's really hard to tell them apart. Ge...
by SecretServiceDude
Fri Nov 07, 2008 6:43 pm
Forum: NESdev
Topic: Setting up vertical parallax
Replies: 37
Views: 9348

Thank you all for your informative responses. You've all given me some really good ideas to consider. I don't know if plan on treating the gradient like the mountains, but even if you do, there are in fact only two colors in use for the background, so you can get away with updating a single plane of...
by SecretServiceDude
Fri Nov 07, 2008 8:46 am
Forum: NESdev
Topic: Setting up vertical parallax
Replies: 37
Views: 9348

You really wouldn't need to rewrite the nametables at all. Thanks, that's an excellent point. vram is off limits during display unless you disable both BG/sprite display during the frame. Shucks. Oh well, provided I update only a small handful of tiles during VBlank, hopefully that won't be a probl...
by SecretServiceDude
Fri Nov 07, 2008 6:27 am
Forum: NESdev
Topic: Setting up vertical parallax
Replies: 37
Views: 9348

I just checked Bee52 and it uses 12 tiles for the clouds. The pattern is shifted to make them move, and whenever 8 pixels of movement are completed the name tables are updated. I guess you might achieve what you want with CHR-RAM if you reduce the visual complexity of the mountains. This is a reall...
by SecretServiceDude
Fri Nov 07, 2008 3:41 am
Forum: NESdev
Topic: Setting up vertical parallax
Replies: 37
Views: 9348

I just checked Bee52 and it uses 12 tiles for the clouds. The pattern is shifted to make them move, and whenever 8 pixels of movement are completed the name tables are updated. I guess you might achieve what you want with CHR-RAM if you reduce the visual complexity of the mountains. Sweeeeeet. This...
by SecretServiceDude
Fri Nov 07, 2008 3:28 am
Forum: NESdev
Topic: Setting up vertical parallax
Replies: 37
Views: 9348

@tokumaru: Thank you for your wonderfully thorough response. You brought up some very important considerations. I may have to make some concessions here and there, but hearing everyone talk about how hard the effect is to pull off, I'm now obligated to do it. :) As for the randomness of the mountain...
by SecretServiceDude
Fri Nov 07, 2008 1:22 am
Forum: NESdev
Topic: Setting up vertical parallax
Replies: 37
Views: 9348

Setting up vertical parallax

I'm currently designing a vertically scrolling level where the player infiltrates a mountain base. The player starts at the bottom of the mountain, then works his way to the summit. Some of the sections will take place indoors, that is, inside the mountain. The base will contain elevators that allow...
by SecretServiceDude
Fri Nov 07, 2008 12:11 am
Forum: General Stuff
Topic: " ALL YOUR BASE ARE BELONG TO US "
Replies: 13
Views: 6366

The string "PACK MY BOX WITH FIVE DOZEN LIQUOR JUGS" contains all the letters of the alphabet, and is exactly 32 characters long (if you remove the spaces).
by SecretServiceDude
Thu Nov 06, 2008 6:06 pm
Forum: NESemdev
Topic: Emulator that can dump pattern/name tables, palette, etc
Replies: 10
Views: 4610

tokumaru wrote:(I hope that made sense, I haven't written any japanese in ages)
It made perfect sense to me, my good man. :D

I'm in the same boat. I lived in Japan for a while and used to have passable Japanese ability, but I haven't used it much in the last few years.

今は日本語を使わないので、全然忘れてしまいました。
by SecretServiceDude
Thu Nov 06, 2008 5:26 pm
Forum: NESdev
Topic: Fading the palette to black
Replies: 20
Views: 6835

Anyways, I'm sure SSD will look at these options and probably get ideas from all of them to produce his own fading method. I actually got some good ideas from this thread, too! Definitely. Thanks for all the responses, gents. Even when I've more or less decided on a particular algorithm for doing s...