Search found 105 matches

by Lazycow
Wed Jan 31, 2018 1:17 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling

Yes, it might be possible to free some bytes, but it would be a lot of work. I think it depends on the feedback: If the game isn't well received, then another level makes no sense. Uh oh, both test players found an annoying bug after I have submitted the game. :oops: I resubmitted the game with a fi...
by Lazycow
Tue Jan 30, 2018 9:44 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling

Ok, "Wolfling" has been submitted. (eh, will I get an acknowledgement of receipt?) https://i.imgur.com/S1eE1A8.png https://i.imgur.com/WqaTCC1.png https://i.imgur.com/xbzbtkF.png I had enough time to add new rooms, so there's only ca. 1k ROM left. That's probably not enough to add more levels, but a...
by Lazycow
Sun Jan 21, 2018 10:44 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling Zero

update: 1 week left https://i.imgur.com/YMQFG5V.png https://i.imgur.com/usngbOF.png The new graphics from Zolionline are halfway included, but I have found a lot of additional bugs... Nevertheless, the game should be finished in the next few days. But only one level. That's a pity, because there's e...
by Lazycow
Sun Jan 14, 2018 11:47 pm
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling Zero

update: 2 weeks left

We have more background tiles now. And they're even better than the previous ones. YEAH!
But can we finish the map in time? (drumroll)

@tepples: almost... but then it was called fireWOLF. :D
by Lazycow
Tue Jan 09, 2018 12:23 pm
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling Zero

update: 3 weeks left... (uh oh)

Image
Ingame music and a lot of background graphics are still missing, but we have a miniboss...
by Lazycow
Fri Jan 05, 2018 10:01 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - MiedoW (Cheril's Nightmares)
Replies: 38
Views: 46564

Re: Progress Thread - MiedoW (Cheril's Nightmares)

na_th_an wrote:A jumps, B shoots
Hm... Is it a de facto standard, mapping A to jump and B to fire? Or did you select this mapping randomly?
(I just wonder, because I mapped B to jump and A to fire and now I feel guilty) 8-)
by Lazycow
Tue Jan 02, 2018 4:10 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - MiedoW (Cheril's Nightmares)
Replies: 38
Views: 46564

Re: Progress Thread - MiedoW (Cheril's Nightmares)

Hey, pretty pixels! This maid looks somewhat familiar, do we know her from a previous game or does my confused mind playing tricks with me? :mrgreen:
by Lazycow
Sat Dec 30, 2017 3:33 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling Zero

Update: 4 weeks to go... https://i.imgur.com/rARwT5s.png The characters... Hunter, tooth and firewolf are not implemented, yet. Uh oh, it's about time! @na_th_an: Toggling the grayscale bits is my favourite way of visualizing the required CPU time, too. Unfortunately, my code is not modular enough t...
by Lazycow
Sun Dec 24, 2017 4:00 pm
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling Zero

tepples wrote:So if you detect PAL NES, run more things before the sprite 0 wait.
D'oh!
by Lazycow
Sun Dec 24, 2017 5:19 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling Zero

@tokumaru: Hm... Yes, resetting Y pos OAM entries in NMI would result in a small speed boost. Didn't think of that one. :) Another thing: After switching to PAL, the game runs with 50 fps... But there seems to be less CPU time available for the main code (outside the NMI). :shock: Shouldn't there be...
by Lazycow
Sun Dec 24, 2017 2:24 am
Forum: NESemdev
Topic: switching Nestopia to PAL
Replies: 3
Views: 3992

Re: switching Nestopia to PAL

Oh, you're right, there's a PAL bit in the NES header! :oops:
Setting that bit works perfectly, thanks!
by Lazycow
Sun Dec 24, 2017 1:36 am
Forum: NESemdev
Topic: switching Nestopia to PAL
Replies: 3
Views: 3992

switching Nestopia to PAL

Hi, can you switch Nestopia for MacOS to PAL? (using MacOS Version 1.4.1 here...)
I cannot find any option for PAL/NTSC in the settings. :shock: Or is there any trick to force PAL?
by Lazycow
Sat Dec 23, 2017 3:33 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling Zero

Update: 5 weeks to go... @dougeff: Ok, that should work. But as I would like to retain the 60 fps movements, the movement code will still be called in 60 fps and I only lowered the call frequency of the control code to 30 fps. Now the program code is fast enough to move whopping 3 enemies at a time,...
by Lazycow
Wed Dec 20, 2017 9:17 am
Forum: Homebrew Projects
Topic: Super Uwol released for free
Replies: 20
Views: 9115

Re: Super Uwol released for free

tokumaru wrote:Hardcoding objects to OAM is a very bad thing to do, and only absolute beginners will do it.
*couch* *couch* :roll:
by Lazycow
Sat Dec 16, 2017 10:44 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling Zero

update: 6 wees to go...
There're 18 new rooms! (and 20 new bugs)
And I just recognised that my code is too slow to move more than 2 enemies at the same time. How could that happen? :shock: It's time for optimizations!