Search found 922 matches

by mic_
Mon Feb 04, 2008 1:42 am
Forum: NES Music
Topic: Which games had the best instruments (using APU sound only)?
Replies: 24
Views: 18921

Blue Shadow, Batman, Journey to Silius, Ninja Gaiden 2.

And for the european style (which I know some people here dislike, but I don't); Solstice, Silver Surfer, Darkman, Asterix, Smurfs.
by mic_
Thu Jan 24, 2008 10:50 am
Forum: General Stuff
Topic: bionic commando
Replies: 16
Views: 8176

But if being being hip is your top priority when seeking a job, I suggest you rule out programming altogether.
..and being a member of a NESDev message board. :wink:
by mic_
Thu Jan 24, 2008 6:22 am
Forum: General Stuff
Topic: bionic commando
Replies: 16
Views: 8176

Because there isn't many game developpers searching employeers arround, especially outside of japan. Huh? I know there's a few here in Sweden, in the UK, France, Italy and of course the US. I was in touch with two studios back when I was looking for a job, but by the time they got their thumbs out ...
by mic_
Wed Jan 09, 2008 6:39 am
Forum: NES Hardware and Flash Equipment
Topic: PowerPak MMC3 IRQ issues?
Replies: 5
Views: 2848

Mappers 1.2 was a downgrade compared to 1.0 for MMC3. With 1.0 I can play SMB3 without problems. With 1.2 the status bar gets a grand mal epilepsy attack whenever the screen scrolls.
by mic_
Fri Dec 28, 2007 1:58 am
Forum: NES Music
Topic: ADPCM codec?
Replies: 30
Views: 25779

Then again, for speech-specific compression, there are better codecs to use. But most of them are very CPU-demanding IIRC. Yeah, try to do an AMR decoder. It might be doable if the NES' CPU was running at, say, 30-40 MHz.. Sounds very interesting. Could the NES perform a such process in real-time ?...
by mic_
Tue Dec 18, 2007 10:13 am
Forum: NESdev
Topic: To get started...
Replies: 29
Views: 9887

The 2 attribute bits select which out of the 4 palettes that a tile is using. You don't have 2 bits for every tile though, they are shared on a 2x2 tile basis. So each attribute table byte contains attributes for 4x4 tiles (2x2 + 2x2 + 2x2 + 2x2).
by mic_
Mon Dec 17, 2007 10:56 pm
Forum: NESdev
Topic: To get started...
Replies: 29
Views: 9887

I wrote this macro a while back to copy data onto a portion of a nametable using nesasm (I'm using $20-$24 as temporaries): copy_nametable_data .macro lda #(\1 / 256) sta <$21 lda #(\1 % 256) sta <$20 lda #\4 sta <$22 lda #(\2 % 256) sta <$23 lda #(\2 / 256) sta <$24 .y\@: lda <$21 sta $2006 lda <$2...
by mic_
Mon Dec 17, 2007 1:49 pm
Forum: NESdev
Topic: To get started...
Replies: 29
Views: 9887

Remember to use CLC before ADC and SEC before SBC if you want them to behave like ADD/SUB.
by mic_
Wed Nov 28, 2007 7:58 am
Forum: NES Hardware and Flash Equipment
Topic: PowerPak wish-thread
Replies: 62
Views: 20181

Yeah, that the swedish post serice is a joke. So is the Swedish customs department. They don't even bother telling you when they snatch your stuff. They just send it back (if the sender accepts the charges) or destroy it (or keep it for themselves for all I know). Still sucks that you didn't get yo...
by mic_
Thu Nov 22, 2007 3:51 am
Forum: NESdev
Topic: Why is NESASM bad?
Replies: 18
Views: 10945

I seem to remember also not being able to do anything but 32k NROM games... You can use any mapper you'd like afaik. I've used MMC1 and MMC3. The problems for me started when I needed more than 8 banks (64k). I got a bunch of address conflicts when assembling. But you can get around this by assembl...
by mic_
Thu Oct 04, 2007 1:02 am
Forum: NESdev
Topic: Some new NES demoscene stuff
Replies: 22
Views: 17300

NEStopia runs them.
So should Nintendulator. I know I ran High Hopes in it.
by mic_
Tue Aug 07, 2007 3:10 am
Forum: General Stuff
Topic: High Hopes by Aspeckt (NES demo)
Replies: 7
Views: 4337

It's a pity though that knowing the NES inside out takes away most of the impressiveness for us.
I'd say the opposite. I think knowing the NES and its capabilities makes it more impressive than it would have been otherwise.
by mic_
Sun Aug 05, 2007 11:33 am
Forum: NESdev
Topic: Local labels in nesasm
Replies: 0
Views: 2413

Local labels in nesasm

I have a bunch of macros that I've written to perform various tasks, and some of them require local labels (.x\@ etc). This all worked fine until I needed more than 32kB of PRGROM. When I try to use my macros in code that is in .bank 4 or beyond I get an error saying "Local symbol not allowed h...
by mic_
Tue Jun 26, 2007 8:35 am
Forum: NESdev
Topic: Ninja Gaiden Gamegenie codes
Replies: 19
Views: 14544

The one annoying thing about the second world is when you get outside and there are those guys in the grey gowns standing at the edges of the platforms throwing stuff at you. If you jump into them you might fall to your death, but once you know where they are you can take them out pretty easily. And...
by mic_
Tue Jun 26, 2007 3:58 am
Forum: NESdev
Topic: Ninja Gaiden Gamegenie codes
Replies: 19
Views: 14544

How can you attack an ennemy wich isn't in the screen yet before you jump on a platform, and that appears just when you're about to land on the said platform just to push you down to your doom ? You just cannot kill them nor avoid them, even if you know they're gonna to be there. Where in the game ...