Search found 105 matches

by Lazycow
Fri May 13, 2016 8:09 am
Forum: 2016 NESdev Competition
Topic: Planning
Replies: 202
Views: 96284

Re: NesDev compo 2016

fritzvd wrote:Just to clarify:
there is a competition going on
Hint: Open a thread where all rules and infos about this compo are posted in the 1st post
by Lazycow
Fri Apr 15, 2016 11:28 am
Forum: NESdev
Topic: Flipping background tiles?
Replies: 25
Views: 9567

Re: Flipping background tiles?

tokumaru wrote:It's also very common and there are implementations of it for homebrew games.
I'm not sure if I understand, do you mean that are chips available that do the job of a MMC3 without the need of grabbing these chips out of other carts?
by Lazycow
Fri Feb 20, 2015 11:47 am
Forum: Homebrew Projects
Topic: Powerglove
Replies: 49
Views: 21896

Re: Powerglove

http://i.imgur.com/LpYEiaq.png pgtest2.nes Ok, the png converter handles colors now. (Using $1d for black) - Still only a boring test picture. I also changed the map generation to use 16x16 pixel tiles, but it does not fit into the 32k rom. Can you recommend a simple code example for ca65/cc65 bank...
by Lazycow
Sun Jan 18, 2015 11:36 am
Forum: Homebrew Projects
Topic: Powerglove
Replies: 49
Views: 21896

Re: Powerglove

Finally, I've got some time to continue with Powerglove. Cartridge init seems to work now, but I had to write my own PNG converter, because the chars seem to be numbered differently than on the C64 and my plan is use as much original code as possible. http://i.imgur.com/60t0IUW.png pgtest1.nes It's ...
by Lazycow
Sun Jan 18, 2015 4:30 am
Forum: Homebrew Projects
Topic: Jim Power is Officially coming to NES.
Replies: 21
Views: 15469

Re: Jim Power is Officially coming to NES.

Nice graphics! Don't know many NES game with that big sprites, good job. Did you think about including some parallax effect? It cannot be that big than on the Amiga, of course. But maybe the black trees in the background?! By the way, in the NES-video, Jim throws his arms up while jumping. This look...
by Lazycow
Mon Sep 22, 2014 12:58 pm
Forum: Homebrew Projects
Topic: Powerglove
Replies: 49
Views: 21896

Re: Powerglove

Oops, didn't want to annoy anyone, I thought you woudn't mind. http://i.imgur.com/TL0BIrn.gif Wink test... Left robo: the hilighting-pixels vanish, too. (but it might not be noticed) right robo: removed the hilighting pixels. (so the body has 3 colors and the eyes have 3 colors) In case of a "sprite...
by Lazycow
Sat Sep 20, 2014 1:24 pm
Forum: Homebrew Projects
Topic: Powerglove
Replies: 49
Views: 21896

Re: Powerglove

@lidnariq: Hm... Yes, you are right. There are some rooms which would be problematic and the monster placement would have to be changed a bit. But the red one-eyed "Tap Tap" robo only falls into areas without other robos. (if I remember correctly) As the 3 additional colors are used in the eyes only...
by Lazycow
Fri Sep 19, 2014 10:48 pm
Forum: Homebrew Projects
Topic: Powerglove
Replies: 49
Views: 21896

Re: Powerglove

@thefox: Nice to hear that you like it. I think it would be a nice NES cartridge. Several C64 players mentioned that it gives some kind of "NES feeling" when playing it :D The shader mode bends the display a bit. (like on a curved CRT monitor) Unfortunately, it does not work with every GFX chip and ...
by Lazycow
Fri Sep 19, 2014 10:05 am
Forum: Homebrew Projects
Topic: Powerglove
Replies: 49
Views: 21896

Re: Powerglove

http://i.imgur.com/dYIg3j3.png New mockups! This time, the monsters are build out of 4 8x16 sprites (to get 6 color monsters). The program code has to take care that there are not 2 monsters on the same level when the player comes along. Otherwise it would flicker... Seems like I won't have enough ...
by Lazycow
Sun May 04, 2014 12:35 pm
Forum: Homebrew Projects
Topic: Powerglove
Replies: 49
Views: 21896

Re: Powerglove

Yes, currently the game generates the rooms procedurally. Ok, if I would change the map format to use 16x16 pixel tiles instead of 8x8 pixel tiles, then I wouldn't need any extra-ram at all and a simple 64k+8k NROM would do the job. Or I use lots of rom to store all the rooms in decompressed form. N...
by Lazycow
Fri May 02, 2014 4:09 am
Forum: Homebrew Projects
Topic: Powerglove
Replies: 49
Views: 21896

Re: Powerglove

@lidnariq: Oh, NROM-368 is very interesting! But currently, I am thinking about AxROM/UxROM: - it is common and it has CHR-ram - Powerglove is not a very complex game, so it will probably not be interesting enough to build lots of cartridges. Maybe it will find a way into a multi-game-cartridge. PRG...
by Lazycow
Thu May 01, 2014 3:10 pm
Forum: Homebrew Projects
Topic: Powerglove
Replies: 49
Views: 21896

Re: Powerglove

Yes, "it's so bad" ... Still don't know that movie. (Shame on me) Thanks for the infos! On the c64, it is a 16k rom cartridge, but it is decompressed into 40k ram at startup, using prepack6502 and exomizer and some additional crazy tricks... On the NES, this is not possible, because of the lack of r...
by Lazycow
Thu May 01, 2014 12:42 am
Forum: Homebrew Projects
Topic: Powerglove
Replies: 49
Views: 21896

Powerglove

Hi, I am currently thinking about porting the C64 game "Powerglove" to the NES. http://i.imgur.com/klWfRLm.png - http://i.imgur.com/2OFU5fW.png NES mockups (left), c64 screenshots (right) more infos: http://www.lazycow.de/powerglove It has been created with cc65 and as65, so I "only" would have to r...
by Lazycow
Fri Sep 20, 2013 8:52 am
Forum: NESdev
Topic: Beginner's questions about CC65
Replies: 39
Views: 8101

Re: Beginner's questions about CC65

Ok, didn't realize that you are talking about structs. Without .struct, .byte 10 reserves 1 byte, filled with value 10
by Lazycow
Fri Sep 20, 2013 7:44 am
Forum: NESdev
Topic: Beginner's questions about CC65
Replies: 39
Views: 8101

Re: Beginner's questions about CC65

thefox wrote:

Code: Select all

bar: .word 0 ; This also works. Note that you need to clear the memory in your initialization code to make sure the value is actually 0.
Hm... why clear anything? ".word 0" places two zero-bytes at the label.