Search found 87 matches
- Wed Oct 10, 2018 6:48 pm
- Forum: NESdev
- Topic: chr file with tile numbers
- Replies: 6
- Views: 5829
chr file with tile numbers
I'm not sure if this already exists, but I wanted it and couldn't find it online anywhere, so I made it myself. It's a chr file in which each tile is its number in hex. made for testing & debugging. http://gravelstudios.com/testtiles.chr Thought I should share it in case anybody else might find it u...
- Sun Mar 04, 2018 10:42 am
- Forum: Homebrew Projects
- Topic: A Homebrew Game I made called Get It!
- Replies: 15
- Views: 11383
Re: A Homebrew Game I made called Get It!
I wonder how far I got and if I got past level 200? Once I felt like I had mastered the game, it didn't seem as if it were a challenge anymore. I was hoping for some type of difficulty increase, but I honestly never saw it. What happens after level 256? You were only at around level 40-50 in your v...
- Sat Mar 03, 2018 6:45 pm
- Forum: Homebrew Projects
- Topic: A Homebrew Game I made called Get It!
- Replies: 15
- Views: 11383
Re: A Homebrew Game I made called Get It!
I already posted most of this on the great video Erockbrox made, but I thought I'd share it here too: I'm really impressed. You've got way further than I ever have (at least, without using hard-coded cheats that I removed in the release version). I wanted to share some information about the game. Fi...
- Sat Mar 03, 2018 6:04 pm
- Forum: Homebrew Projects
- Topic: A Homebrew Game I made called Get It!
- Replies: 15
- Views: 11383
Re: A Homebrew Game I made called Get It!
Wow! I haven't checked back in here for a while, so I didn't see the most recent comments. I'm really humbled by your reactions. It's really great to see people playing a game I made and having a good time. I've taken all of your advice to heart. To me, Get It! is a finished game and rather than con...
- Sat Jan 27, 2018 7:14 am
- Forum: Homebrew Projects
- Topic: A Homebrew Game I made called Get It!
- Replies: 15
- Views: 11383
Re: A Homebrew Game I made called Get It!
FYI, it's really designed to be played with a joystick rather than a d-pad. on an emulator, use a controller with an analog stick. If you play it on an NES through a flash cart, it really shines with the NES advantage. I appreciate all the positive vibes. And I didn't mean to be too critical of the ...
- Mon Jan 22, 2018 11:44 am
- Forum: Homebrew Projects
- Topic: A Homebrew Game I made called Get It!
- Replies: 15
- Views: 11383
Re: A Homebrew Game I made called Get It!
Thanks for the replies! I'll be honest, even as a kid, I always thought that scores always being a multiple of 10 or 100 was contrived. It's just a personal pet peeve of mine. I like it that that counter represents individual items. On a related note, I figured that it would take over 24 hours of un...
- Sat Jan 20, 2018 9:44 am
- Forum: Homebrew Projects
- Topic: A Homebrew Game I made called Get It!
- Replies: 15
- Views: 11383
A Homebrew Game I made called Get It!
Hello everybody. I'm mostly a lurker, but I've made a few posts and would like to become more of a community member. This is a game I made a while back that I want to share. It's my first NES game. It's simple, but I'm proud of it. http://www.gravelstudios.com/getit/ I'm (slowly) working on another ...
- Sat Jul 29, 2017 4:00 pm
- Forum: Newbie Help Center
- Topic: NESASM lowbyte and highbyte tables?
- Replies: 6
- Views: 1947
Re: NESASM lowbyte and highbyte tables?
Thank you for the answer. I thought that I had already tried the functions that way and they didn't work, but I tried them again just now and they did, so I must have been doing something wrong before. I was already aware of using < for zero page. I programmed my entire first game without knowing th...
- Sat Jul 29, 2017 2:07 pm
- Forum: Newbie Help Center
- Topic: NESASM lowbyte and highbyte tables?
- Replies: 6
- Views: 1947
NESASM lowbyte and highbyte tables?
I'm sorry if this has already been answered somewhere, but I really looked and couldn't find it. I'd like to create pointer tables where the low bytes and high bytes are separated out like this example from the wiki: PointerTableL .db <Pointer1, <Pointer2 PointerTableH .db >Pointer1, >Pointer2 I'm t...
- Tue Mar 14, 2017 4:27 pm
- Forum: Newbie Help Center
- Topic: Buffering level/background data question
- Replies: 7
- Views: 2768
Re: Buffering level/background data question
http://www.metroid-database.com/m1/sourcecode.php Like several games that were ported from FDS to cartridge, Metroid has an extra 8KB of RAM on the cartridge. Based on the source code, it looks as if Metroid uses 2 kilobytes of cartridge RAM to store 2 complete nametables' worth of 8x8 tiles. Thank...
- Tue Mar 14, 2017 2:44 am
- Forum: Newbie Help Center
- Topic: Buffering level/background data question
- Replies: 7
- Views: 2768
Re: Buffering level/background data question
Thank you all for your advice. I am storing level data as 16x16 pixel blocks, using the last two bits of each 'block number' for the palette that's supposed to go with that block. My scrolling engine works fine, but I just wanted to know if I was using the correct techniques to do all this. I guess ...
- Mon Mar 13, 2017 5:39 pm
- Forum: Newbie Help Center
- Topic: Buffering level/background data question
- Replies: 7
- Views: 2768
Buffering level/background data question
Hello. I'm new here. I'm sorry if this is a question that has been answered before. If so, please feel free to point me to the correct thread. I've already programmed a game that has a non-scrolling background, similar to a pac-man maze, which is the same for every level. I'd like to start work on a...