
Search found 409 matches
- Wed Jun 22, 2022 4:42 pm
- Forum: NES Graphics
- Topic: Graphics for a co-op Metroid-like
- Replies: 9
- Views: 23191
Re: Graphics for a co-op Metroid-like
There's this guy:


- Wed Jun 22, 2022 4:35 pm
- Forum: SNESdev
- Topic: camera scroll walls
- Replies: 10
- Views: 3415
Re: camera scroll walls
The Donkey Kong Country series fiddles with the camera throughout the course of some levels. I don't know the details of how, but there might be a level editor out there that could shed some light.
- Wed Feb 02, 2022 7:10 pm
- Forum: NESemdev
- Topic: Games and highscores
- Replies: 26
- Views: 6147
Re: Games and highscores
I edited my original post with the patches. The Tetris one should probably be converted to an xdelta patch.
- Fri Dec 31, 2021 4:39 pm
- Forum: phpBB Issues
- Topic: Difficulty logging in while using 4G
- Replies: 7
- Views: 2531
Re: Difficulty logging in while using 4G
I haven't had problems logging in, but I was repeatedly logged out while trying to post a reply from my phone while on 4G/5G. I eventually just posted from my computer.
- Thu Dec 23, 2021 4:30 pm
- Forum: NESdev
- Topic: Structuring enemy behavior
- Replies: 9
- Views: 1122
Re: Structuring enemy behavior
Is there a place on the internet where I can read more on this? About Ninja Gaiden specifically? Probably not. I re'd parts of it a while back for a rom hacking project, and have since lost the notes with the AI code commented. I do have an older copy with much less comments if you are interested. ...
- Tue Dec 21, 2021 4:33 am
- Forum: NESdev
- Topic: Structuring enemy behavior
- Replies: 9
- Views: 1122
Re: Structuring enemy behavior
Ninja Gaiden enemies use a state machine that calls shared functions.
- Thu Dec 16, 2021 5:21 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Mapper Decap Project
- Replies: 30
- Views: 2595
Re: Mapper Decap Project
I have a few Castlevania 3 carts, but that appears to be a plain MMC5.
- Mon May 17, 2021 5:18 am
- Forum: Newbie Help Center
- Topic: memory and object patterns?
- Replies: 5
- Views: 3217
Re: memory and object patterns?
I hard code certain slots to specific types so assumptions can be made when it comes time for collision and other things: 0: Player 1 1: Player 2 2-4: Player 1 projectiles 5-7: Player 2 projectiles 8-31: General use 32-39: Map "doors" You can also add data fields to certain groups without ...
- Tue Apr 27, 2021 5:06 pm
- Forum: NES Graphics
- Topic: Graphics for a co-op Metroid-like
- Replies: 9
- Views: 23191
Re: Graphics for a co-op Metroid-like
Just an update on this project that still hasn't been given a title: Power Plant https://i.imgur.com/s2waAyb.gif This is an older version of the graphics/palette where I was playing around with parallax (that scrolls the wrong way :D). https://i.imgur.com/BrVUwWJ.gif A more recent version of what th...
- Sun Apr 04, 2021 7:29 am
- Forum: General Stuff
- Topic: What keyboards do you use for programming?
- Replies: 17
- Views: 13113
Re: What keyboards do you use for programming?
I have a 20+ year old Compaq rt7h00. For the longest time I kept around a second one, but this one just won't die.
About 5 years ago I thought about going wireless and bought a SMK vp6610, but went back to the Compaq because it felt better when playing games and the mouse felt too small for my hand.
About 5 years ago I thought about going wireless and bought a SMK vp6610, but went back to the Compaq because it felt better when playing games and the mouse felt too small for my hand.
- Wed Mar 31, 2021 6:27 pm
- Forum: NES Graphics
- Topic: Amount of BG tiles used in 8-bit and 16-bit video games
- Replies: 7
- Views: 4819
Re: Amount of BG tiles used in 8-bit and 16-bit video games
For the NES: If a game has chr-rom and dedicates a 1K slot to a 4-step animation, would you count that as 64 or 256 tiles? Some games store a font in each 4K/8K bank. Others store non-graphic data in chr-rom. Contra uses chr-ram and streams in different tiles during the level, usually at the boss. S...
- Mon Feb 15, 2021 12:50 pm
- Forum: NESdev
- Topic: Tool: MapEd Pro
- Replies: 88
- Views: 87564
Re: Tool: MapEd Pro
In making this example, I fixed quite a few bugs. There is an obvious* one in the current version when background tiles are set to use $1000. In the metatile editor, when you click on a tile to edit it, it will always draw from $0000. It does show the correct tile when building metatiles and in the ...
- Sat Feb 13, 2021 4:52 am
- Forum: NESdev
- Topic: Tool: MapEd Pro
- Replies: 88
- Views: 87564
Re: Tool: MapEd Pro
Creating a new project is definitely problematic at times and the workflow is not always clear. Especially with a lack of documentation.
I can post an example project when I get home later today.
I can post an example project when I get home later today.
- Fri Jan 22, 2021 10:56 am
- Forum: NESdev
- Topic: Was there an NES expansion chip like SA-1
- Replies: 85
- Views: 41371
Re: Was there an NES expansion chip like SA-1
I whipped up a mapper for the powerpak that does just that. Eventually ended up at FME-7 level complexity with MMC5-like extended attributes, so discrete logic is probably not feasible.
- Fri Jan 22, 2021 5:25 am
- Forum: Newbie Help Center
- Topic: Clearing the memory after RESET.
- Replies: 7
- Views: 5839
Re: Clearing the memory after RESET.
Page 2 is commonly used for sprite DMA, but is not a requirement of the hardware itself. Based on the code you posted, it seems like the NN tutorial does just that. Having a Y and X position of $00 would put all sprites in the upper left corner, possibly in view of the player, while $FE ensures that...