Search found 41 matches

by psc
Mon Mar 31, 2014 9:51 pm
Forum: NES Graphics
Topic: CV2 hack graphics
Replies: 23
Views: 14578

Re: CV2 hack graphics

http://www.romhacking.net/community/241/

Is there anywhere else to find his work other than the above link? Did he make mockups that anyone saved?
by psc
Mon Mar 31, 2014 5:53 pm
Forum: NES Graphics
Topic: CV2 hack graphics
Replies: 23
Views: 14578

Re: CV2 hack graphics

These have to be the best background graphics I've ever seen for a NES game. Absolutely brilliant use of color theory, shape and lighting. It's like the NES equivalent of Secret of Mana 3 for the SNES. Where did Optomon find this guy?
by psc
Tue Feb 18, 2014 3:44 pm
Forum: NES Music
Topic: Good examples of games that simulated chords with arpeggios?
Replies: 22
Views: 6569

Re: Good examples of games that simulated chords with arpegg

Relevant video: "NES Audio: The Arpeggio Effect" by explod2A03 Wow, that video is exactly what I was looking for. Super useful. I was always struck by how heavily Mortal Kombat 3 on GameBoy used arpeggios. I don't think I've ever heard anything similar yet: http://www.youtube.com/watch?v=8URIPBymbX...
by psc
Mon Feb 17, 2014 10:22 pm
Forum: NES Music
Topic: Good examples of games that simulated chords with arpeggios?
Replies: 22
Views: 6569

Good examples of games that simulated chords with arpeggios?

Looking for some cool examples that showcase this technique. Any good games or demos come to mind?
by psc
Sun Dec 22, 2013 10:38 pm
Forum: NESdev
Topic: Did the SELECT button ever play an important role?
Replies: 13
Views: 3152

Did the SELECT button ever play an important role?

Did the Select button have any real use in any games? Only thing that comes to mind is Punch Out.
by psc
Thu Dec 19, 2013 5:53 pm
Forum: NESdev
Topic: Did any games use background tiles for "sprites"?
Replies: 32
Views: 9517

Did any games use background tiles for "sprites"?

Several GameBoy games like Primal Rage and Mortal Kombat 1 & II used background tiles instead of sprites for the playable characters. Did any NES games use this approach? An advantage of this is there is no sprite limit, since they aren't sprites. The disadvantage is it takes time to merge the chara...
by psc
Mon Oct 14, 2013 2:59 pm
Forum: NESdev
Topic: Developing a game for NES and Game Boy possible?
Replies: 25
Views: 7324

Re: Developing a game for NES and Game Boy possible?

Super Mario DX, Ghosts & Goblins (dual compatible), and Crystalis for the GBC were all based on NES games. There used to be an internal Nintendo doc here: http://web.archive.org/web/20121008235833/http://www.retards.org/library/ which discussed the difficulties they had converting Super Mario Bros f...
by psc
Thu Apr 18, 2013 9:36 pm
Forum: NES Graphics
Topic: Any CRT flicker tests on YouTube?
Replies: 7
Views: 4701

Re: Any CRT flicker tests on YouTube?

I've found that diagonal lines 2 pixels thick work best on both the real hardware and on the LCD screen with an emulator. But, as I said, I have no clue how that actually looks on a CRT TV. I don't think anyone has done a NES pattern 2 pixels thick diagonally. Do you mean 2w2h? 2w1h? The last page ...
by psc
Thu Apr 18, 2013 5:26 pm
Forum: NES Graphics
Topic: Any CRT flicker tests on YouTube?
Replies: 7
Views: 4701

Re: Any CRT flicker tests on YouTube?

For the record, horizontal and checkerboard patterns did NOT work on the actual GameBoy for some reason. It produced inconsistent effects, either too light in some areas, or casting vertical shadows in others (as the LCD seems to darken other pixels on the same line if there are a lot of black pixel...
by psc
Thu Apr 18, 2013 4:32 pm
Forum: NES Graphics
Topic: Any CRT flicker tests on YouTube?
Replies: 7
Views: 4701

Any CRT flicker tests on YouTube?

I am working on a GameBoy game with similar flicker effects as seen in some topics here. I'm curious how this would look on a Super GameBoy played on a classic CRT television screen, as the goal of my project is to make a game that could have conceivably been released in 1996. I've also noticed that...
by psc
Tue Dec 11, 2012 10:19 pm
Forum: GBDev
Topic: GB/C Dev Environment?
Replies: 16
Views: 9072

Re:

You don't need to create a batch file, though it can be convenient to have one. You'll need to create the .link file though, which should contain: [objects] foo.o So, what is the purpose of the link file? Can you compile/assemble the ASM file without the link file? Could you do something like this:...