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.
Search found 922 matches
- 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
- Thu Jan 24, 2008 10:50 am
- Forum: General Stuff
- Topic: bionic commando
- Replies: 16
- Views: 8176
- 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 ...
- Wed Jan 09, 2008 6:39 am
- Forum: NES Hardware and Flash Equipment
- Topic: PowerPak MMC3 IRQ issues?
- Replies: 5
- Views: 2848
- 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 ?...
- Tue Dec 18, 2007 10:13 am
- Forum: NESdev
- Topic: To get started...
- Replies: 29
- Views: 9887
- 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...
- Mon Dec 17, 2007 1:49 pm
- Forum: NESdev
- Topic: To get started...
- Replies: 29
- Views: 9887
- 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...
- 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...
- Thu Oct 04, 2007 1:02 am
- Forum: NESdev
- Topic: Some new NES demoscene stuff
- Replies: 22
- Views: 17300
- Tue Aug 07, 2007 3:10 am
- Forum: General Stuff
- Topic: High Hopes by Aspeckt (NES demo)
- Replies: 7
- Views: 4337
- 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...
- 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...
- 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 ...