Search found 129 matches

by team_disposable
Wed Mar 28, 2018 8:08 am
Forum: SNESdev
Topic: Indirect referencing a banked location in CA65
Replies: 2
Views: 3516

Indirect referencing a banked location in CA65

Can anyone provide a code example of how you would reference a 3 byte (i.e. bank and then 16k address) location on the SNES using a pointer in CA65 ASM? Is this something that is commonly done or am I missing a trick? The intention is to use nested lookup tables for scenes, palettes, and the suchlik...
by team_disposable
Wed Mar 14, 2018 5:00 pm
Forum: General Stuff
Topic: Hypothetical: Your Dream IP to license
Replies: 28
Views: 12020

Re: Hypothetical: Your Dream IP to license

The original aeon flux is amazing and would make a great game.

70s Italian cinema would make for some excellent games - Danger Diabolik or Susperia maybe.
by team_disposable
Mon Feb 26, 2018 5:49 am
Forum: General Stuff
Topic: Kathy Benjamin explains how homebrew is for witches
Replies: 41
Views: 16033

Re: Kathy Benjamin explains how homebrew is for witches

Ah, thanks DRW, now I've enjoyed this thread twice!

And tepples, good on you for recognising your hypocrisy around Star Evil (of which my opinion is that the authors rights should have been respected above all)! Please do post anything else interesting you find!
by team_disposable
Sat Feb 24, 2018 1:40 am
Forum: 2017 NESdev Competition
Topic: Banghammer
Replies: 26
Views: 39306

Re: Banghammer

Thanks! I'll be picking this up again this week, so hopefully something soon. Ive been trying to write some more generic new libraries in the meantime.
by team_disposable
Thu Feb 08, 2018 4:33 am
Forum: 2017 NESdev Competition
Topic: Progress thread: Inherent Smile
Replies: 87
Views: 94689

Re: Progress thread: Inherent Smile

I've been playing this most of the morning and its been destroying my work ethic. Great game, quite tough though with some very high powered enemies early on. I got the silver sword and thought could finally get some payback on those rats but nope - maybe next time! One thing to comment on - the dea...
by team_disposable
Thu Feb 08, 2018 4:12 am
Forum: Newbie Help Center
Topic: NESST Metasprite Help
Replies: 11
Views: 4733

Re: NESST Metasprite Help

Just checked, yes was reverted. Was refusing optimisation (Oi) and add debug (g) as a single -Oig on CC65 (insisting instead on them separately as -Oi and -g). I've just reverted it back to -Oig in my makefile to check and it looks like it accepts them together again now. The dangers of life at the ...
by team_disposable
Thu Feb 08, 2018 2:59 am
Forum: Newbie Help Center
Topic: NESST Metasprite Help
Replies: 11
Views: 4733

Re: NESST Metasprite Help

Makes sense! I'm on a linux automated update of ca65 releases and I've noticed a few switched of syntax. One day I couldn't compile as I had to change the order of the switches! It's great to have an assembler/compiler that's being so actively developed though. Since it seems like the switch is limi...
by team_disposable
Thu Feb 08, 2018 2:31 am
Forum: Newbie Help Center
Topic: NESST Metasprite Help
Replies: 11
Views: 4733

Re: NESST Metasprite Help

More questions on this! With regards to the offsets as minus numbers, how are people storing these? It seems that with CA65 at least, you would need to convert them in to their positive (2s compliment) equivalent - After this discussion, I have just attempted to store an (unrelated to NESST) array f...
by team_disposable
Fri Feb 02, 2018 2:55 pm
Forum: 2017 NESdev Competition
Topic: Banghammer
Replies: 26
Views: 39306

Re: Banghammer

Ah I was just posting about this too. I thought there was some secret benefit I'd overlooked. Cheaper is better!
by team_disposable
Fri Feb 02, 2018 2:27 pm
Forum: 2017 NESdev Competition
Topic: Banghammer
Replies: 26
Views: 39306

Re: Banghammer

The pose is physically possible, although the reference material I've seem does mostly have the hand facing backwards - I think this would make for a more boring image, however. I'm actually such a rookie I don't think about lighting - that's a really good point and something I need to practice on. ...
by team_disposable
Fri Feb 02, 2018 1:30 pm
Forum: 2017 NESdev Competition
Topic: Banghammer
Replies: 26
Views: 39306

Re: Banghammer

Once more I have been drawing pictures that my programming can't cash.
Title-big_guns_colour_2.bmp
Comments/critique appreciated.
by team_disposable
Fri Feb 02, 2018 5:53 am
Forum: 2017 NESdev Competition
Topic: Banghammer
Replies: 26
Views: 39306

Re: Banghammer

Ryoga, I'm glad you think so! This is my attempt at something like a Blue Shadow, another Natsume game (Shadow of the Ninja in the US), and one I absolutely adore! I should be releasing a ROM next week. Frankengraphics, I think I get what you mean, although it took me a while to decipher your zen-li...
by team_disposable
Thu Feb 01, 2018 5:38 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Project Blue
Replies: 66
Views: 104424

Re: Progress Thread - Project Blue

Wow I sat down to play five minutes of this, I looked up, and it had been an hour! This is awesome, the music and graphics are great, the engine is really solid. Two things, which you can obviously feel free to ignore. I felt that ladders could have a wider point of contact - maybe two collision che...
by team_disposable
Thu Feb 01, 2018 1:33 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - MiedoW (Cheril's Nightmares)
Replies: 38
Views: 66538

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

That title screen is lovely, I love the reflections of the light source front and centre.
by team_disposable
Thu Feb 01, 2018 1:26 am
Forum: 2017 NESdev Competition
Topic: Banghammer
Replies: 26
Views: 39306

Re: Banghammer

Thanks! Yes, all critique and suggestions welcome.