It is currently Sun Nov 19, 2017 2:42 pm

All times are UTC - 7 hours





Post new topic Reply to topic  [ 32 posts ]  Go to page Previous  1, 2, 3  Next
Author Message
 Post subject: Re: still worth it ?
PostPosted: Tue Nov 01, 2016 3:32 pm 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19229
Location: NE Indiana, USA (NTSC)
rainwarrior wrote:
Package with an integrated emulator on PC

Which such "integrated emulator" is available for use in proprietary projects? Steam and modern-console stores don't accept copylefted software (source), and last time I checked, lamenes (mentioned by lidnariq) was the only one that wasn't under a copyleft license.


Top
 Profile  
 
 Post subject: Re: still worth it ?
PostPosted: Tue Nov 01, 2016 3:47 pm 
Offline

Joined: Sat Apr 25, 2015 1:47 pm
Posts: 331
Location: FL
tepples wrote:
Steam and modern-console stores don't accept copylefted software


I can think of two Steam releases that use Mednafen, and they probably aren't the only ones. Steam Greenlight also hosts several games which are themselves FOSS or built on FOSS game engines (Warsow, for example).


Top
 Profile  
 
 Post subject: Re: still worth it ?
PostPosted: Tue Nov 01, 2016 4:35 pm 
Offline
User avatar

Joined: Sun Jan 22, 2012 12:03 pm
Posts: 5822
Location: Canada
tepples wrote:
rainwarrior wrote:
Package with an integrated emulator on PC

Which such "integrated emulator" is available for use in proprietary projects? Steam and modern-console stores don't accept copylefted software (source), and last time I checked, lamenes (mentioned by lidnariq) was the only one that wasn't under a copyleft license.

I don't really care to get into a debate about the labyrinth of requirements you're unnecessarily heaping upon this.

My point was that if all you make is a ROM, only a niche will play it. Everybody here is comfortable with emulators, but this is not true of the world at large. If you want to expand your audience, it's a problem you should try to address.


Top
 Profile  
 
 Post subject: Re: still worth it ?
PostPosted: Tue Nov 01, 2016 5:53 pm 
Offline
User avatar

Joined: Mon Sep 15, 2014 4:35 pm
Posts: 3110
Location: Nacogdoches, Texas
Quote:
but honnestly it's not fun

Then for you, I can tell you right away you'd be better off making a game using C or something on the PC. I don't care how much you want to make a game, if you don't like the programming, you'll give up long before you'll finish.

Quote:
And, why does everyone take a 'go it alone' approach? If you don't like 65816 asm, maybe you could design graphics or levels for someone else's game. Collaborate.

I'm planning on doing that once I get something presentable, as in once I am completely done with all my object code and also handle some extra stuff like updating the tilemap and generating objects based on where you are in the level. I'm much more into programming than I am into actually making a game. The reason I've barely gotten anywhere is all the crap I have this semester (high school and college classes) and also my perfectionism taking over, especially when I realized how little CPU time there really is.

calima wrote:
Yes, but a very small one (on the dev side).

Listing as many people as I can, I'd say there's psychopathicteen, Ramsis, 93143, Undisbeliever, maybe Khaz (he has been increasingly absent) and maybe me. :lol:

phil123456 wrote:
apparently easier to program

You'll find nearly everything is, at least with programming for the video hardware.

psycopathicteen wrote:
If somebody has a PC, they can play it on an emulator.

The only way I've been able to test anything. I'm not really eager to bust out $220 for an SD2SNES, especially with how accurate BSNES and its derivatives are.

But yeah, I like the idea of the built in emulator for widespread release.


Top
 Profile  
 
 Post subject: Re: still worth it ?
PostPosted: Tue Nov 01, 2016 6:03 pm 
Offline
User avatar

Joined: Fri May 08, 2015 7:17 pm
Posts: 1823
Location: DIGDUG
Quote:
Listing as many people as I can, I'd say there's psychopathicteen, Ramsis, 93143, Undisbeliever, maybe Khaz (he has been increasingly absent) and maybe me. :lol:


And Shiru is making an SNES game. And all the people at Piko Interactive. And 'Sydney Hunter and the Caverns of Death' John Lester.

And maybe me next year.

_________________
nesdoug.com -- blog/tutorial on programming for the NES


Top
 Profile  
 
 Post subject: Re: still worth it ?
PostPosted: Tue Nov 01, 2016 7:15 pm 
Offline
Formerly ~J-@D!~
User avatar

Joined: Sun Mar 12, 2006 12:36 am
Posts: 445
Location: Rive nord de Montréal
Shiru? It's been ages since we saw him the last time. (Well, 2014 apparently). He does SNESdev?


Top
 Profile  
 
 Post subject: Re: still worth it ?
PostPosted: Tue Nov 01, 2016 7:52 pm 
Offline
User avatar

Joined: Fri May 08, 2015 7:17 pm
Posts: 1823
Location: DIGDUG
http://nintendoage.com/forum/messagevie ... did=163537

Quote:
The game is planned to be a cross between Boulder Dash and Bomber Man, and focused on relatively fast-paced movement through more or less straightforward levels in search for the exit while fighting the enemies, rather than exploration of maze-like levels to collect all diamonds.

_________________
nesdoug.com -- blog/tutorial on programming for the NES


Top
 Profile  
 
 Post subject: Re: still worth it ?
PostPosted: Tue Nov 01, 2016 7:57 pm 
Offline

Joined: Wed May 19, 2010 6:12 pm
Posts: 2359
Espozo wrote:

Quote:
And, why does everyone take a 'go it alone' approach? If you don't like 65816 asm, maybe you could design graphics or levels for someone else's game. Collaborate.

I'm planning on doing that once I get something presentable, as in once I am completely done with all my object code and also handle some extra stuff like updating the tilemap and generating objects based on where you are in the level. I'm much more into programming than I am into actually making a game. The reason I've barely gotten anywhere is all the crap I have this semester (high school and college classes) and also my perfectionism taking over, especially when I realized how little CPU time there really is.

Are you running into slowdown, or are you just worrying about it?


Top
 Profile  
 
 Post subject: Re: still worth it ?
PostPosted: Wed Nov 02, 2016 12:05 pm 
Offline

Joined: Wed May 19, 2010 6:12 pm
Posts: 2359
I just started working on an in-game level editor, but then I realized HiROM carts only have cart SRAM in 8kB chunks which makes it more difficult. Is there a way to arrange cart SRAM in a nicer way for a HiROM game?


Top
 Profile  
 
 Post subject: Re: still worth it ?
PostPosted: Wed Nov 02, 2016 2:24 pm 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19229
Location: NE Indiana, USA (NTSC)
I've begun to answer the battery RAM mapping question in a reply to this topic, and I encourage anyone else who can help out to do so as well.


Top
 Profile  
 
 Post subject: Re: still worth it ?
PostPosted: Wed Nov 02, 2016 5:15 pm 
Offline
User avatar

Joined: Mon Sep 15, 2014 4:35 pm
Posts: 3110
Location: Nacogdoches, Texas
psycopathicteen wrote:
Are you running into slowdown, or are you just worrying about it?

I know I will when I implement more things. I don't even have any sort of collision detection yet, and that's going to be a big hit. I've had it to where all my extra object routines run at the end of all of the object's code, but I think I'll get rid of that and have each object jump to the metasprite routine and back and stuff like that. This is slower because you need to keep setting up the routine for every object, but not every object should need to use the routine as simpler objects (like a projectile) can be hardcoded, which I believe will make up for the loss as no game will ever have close 128 complex objects.


Top
 Profile  
 
 Post subject: Re: still worth it ?
PostPosted: Wed Nov 02, 2016 7:08 pm 
Offline

Joined: Wed May 19, 2010 6:12 pm
Posts: 2359
Are you still going to use dynamic animation, or is that only going to be used for certain objects?

Back on the topic of level editors running on the target system, I can also make a bitmap conversion tool running on the snes hardware. Give it a palette to work with and it will automatically match each pixel.


Top
 Profile  
 
 Post subject: Re: still worth it ?
PostPosted: Wed Nov 02, 2016 9:23 pm 
Offline
User avatar

Joined: Mon Sep 15, 2014 4:35 pm
Posts: 3110
Location: Nacogdoches, Texas
With how my system will be, I can do whatever I want to, so it depends. I'll probably reserve a tiny amount of ram (in that the vram finder table will be marked as full there) for small but frequently used bullets, as there are much of them and require a lot of cpu time but take next to no room. Anything like coins, if I were to make a game like that, would probably just have vram reserved in the same way, but would take up more space for multiple frames. I'd definitely take the cpu hit for dynamically looking for vram for explosions though as the hit is too great otherwise (a small 8x8 bullet is much less bad than 8 32x32 explosion frames, which is what I'd have at minimum). I could still have explosions be hardcoded though otherwise, just jump to a different piece of code for each frame (very bloated in terms of space, but I could give a damn, especially with how much something like this gets run). I think my strategy is going to be something like try to have everything be convenient to the game designer, but if I'm running slowdown issues, start hardcoding to make it faster, but more convoluted and bloated. Really, I can fall back on this about as much as I want, although I don't want to of course and would rather look to optimize the code first (I don't count hardcoding as optimizing, although it is faster).


Top
 Profile  
 
 Post subject: Re: still worth it ?
PostPosted: Mon Nov 07, 2016 7:31 pm 
Offline

Joined: Wed May 19, 2010 6:12 pm
Posts: 2359
Here's the level editor I've been working on! :D


Attachments:
level editor.zip [252.43 KiB]
Downloaded 46 times
Top
 Profile  
 
 Post subject: Re: still worth it ?
PostPosted: Thu Dec 15, 2016 5:01 pm 
Offline

Joined: Fri Mar 02, 2012 11:10 pm
Posts: 35
tepples wrote:
Steam and modern-console stores don't accept copylefted software


You realize Steam distributes Blender, right? They accept copylefted software just fine.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 32 posts ]  Go to page Previous  1, 2, 3  Next

All times are UTC - 7 hours


Who is online

Users browsing this forum: No registered users and 8 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group