Search found 189 matches
- Wed Sep 23, 2009 3:08 am
- Forum: General Stuff
- Topic: Video shows Mario sound effects made in a tracker
- Replies: 8
- Views: 3566
- Mon Sep 21, 2009 3:43 pm
- Forum: Newbie Help Center
- Topic: What IS compatible with Windows Vista?
- Replies: 15
- Views: 7047
I have Windows Vista on my new Laptop (yep, can't get rid of that, Vista is pre-installed) Of course you can get rid of it. Mine came with Vista as well, I couldn't stand it for even a week. Now it runs XP and it's 100 times faster. Unless XP's installation menu doesn't recognize the HDD which seem...
- Sat Sep 05, 2009 7:35 am
- Forum: NESdev
- Topic: What Source Editors are you using to write code in NESHLA?
- Replies: 60
- Views: 19081
- Sat Sep 05, 2009 3:34 am
- Forum: NESdev
- Topic: What Source Editors are you using to write code in NESHLA?
- Replies: 60
- Views: 19081
- Fri Sep 04, 2009 11:43 am
- Forum: NESdev
- Topic: What Source Editors are you using to write code in NESHLA?
- Replies: 60
- Views: 19081
- Tue Sep 01, 2009 2:53 am
- Forum: NESdev
- Topic: What Source Editors are you using to write code in NESHLA?
- Replies: 60
- Views: 19081
I think hardly anyone uses NESHLA... =) But to edit ASM fils I use Notepad++ with a custom syntax highlighting configuration for 6502. Care to share those configs? :) http://nesdev.com/bbs/viewtopic.php?t=5288 Maybe tokumaru would like to post his syntax definition file there, too? EDIT: Oh, maybe ...
- Sun Aug 23, 2009 1:20 pm
- Forum: NESdev
- Topic: NES Dev Collaborative Fighting Game
- Replies: 121
- Views: 43152
Big sprites sound like a headache to code while small sprites would allow for much smoother animation at the same cost of CHR space. I'm thinking of exaggerated cartoonish animation and physics like in the Smash Bros. series or Battletoads. In my opinion that's much more impressive than an engine wi...
- Wed Aug 19, 2009 3:54 pm
- Forum: NESdev
- Topic: Random item dropping
- Replies: 10
- Views: 4530
Gimmick! uses a very simple method which entirely avoids the RNG. It works surprisingly well..... as long as the player doesn't know about it. 
- Tue Aug 18, 2009 1:17 pm
- Forum: NESdev
- Topic: Seeking to hire 6502 programmer
- Replies: 22
- Views: 11208
Hi Miau. I saw your post in one of the aforementioned threads, very cool. I've seen you around on BotB, and elsewhere. Good to see you yet again here on NesDev. I suppose there's little risk to explaining further. I run a shop specializing in chip products: http://nonelectronics.com I was working w...
- Tue Aug 18, 2009 12:26 pm
- Forum: NESdev
- Topic: Seeking to hire 6502 programmer
- Replies: 22
- Views: 11208
I've been planning to code a native NES tracker for a while, I've postponed it several times because of other projects.
A bit more information would have been nice. What features do you need? Expansion chip support?
I suppose you'll want to put the final product on a cartridge and sell it? (Like LSDJ)
A bit more information would have been nice. What features do you need? Expansion chip support?
I suppose you'll want to put the final product on a cartridge and sell it? (Like LSDJ)
- Mon Aug 17, 2009 1:11 pm
- Forum: General Stuff
- Topic: microchip life span + retro duo = crap
- Replies: 11
- Views: 3939
*edit* It'd also be cool to wire it up that it could read cartridges, as well as ROMs that it may store on its solid-state hard drive And, mentioning it for completeness' sake, don't forget about the original controller ports. Nintendo's peripherals seem to be very robust. Looks like they will stil...
- Mon Aug 17, 2009 3:39 am
- Forum: General Stuff
- Topic: microchip life span + retro duo = crap
- Replies: 11
- Views: 3939
Instead of a mechanical HDD or an SSD I'd preferably let it boot off a CF card if that's possible. CF is an SSD. Adapters to plug a CF card into an ATA cable have been around for years. Didn't even think about that - makes things considerably easier. I've thought about building a tiny emulator box ...
- Sun Aug 16, 2009 6:06 pm
- Forum: General Stuff
- Topic: microchip life span + retro duo = crap
- Replies: 11
- Views: 3939
I've thought about building a tiny emulator box as well. Not necessarily in an NES case, though. Shouldn't be that expensive. A small amount of ram, a relatively weak processor, TV out, USB ports... Instead of a mechanical HDD or an SSD I'd preferably let it boot off a CF card if that's possible. Ch...
- Sat Aug 15, 2009 9:51 am
- Forum: Homebrew Projects
- Topic: Public demo rom of Battle Kid - Updated
- Replies: 52
- Views: 34830
However, collision detection seemed a bit on the unforgiving side. I took a few screenshots in FCEU: I kept dying while trying to jump over this enemy fitting through this gap usually took a few tries as well had to be really careful when jumping over this death tile In all of these cases my instin...
- Sat Aug 15, 2009 6:44 am
- Forum: Homebrew Projects
- Topic: Public demo rom of Battle Kid - Updated
- Replies: 52
- Views: 34830
Wow, took me quite a few tries to get through. The boss didn't seem that hard at first, but I kept making stupid mistakes. I second what tokumaru said, though. Played it on my PAL NES - lots of fun! The controls, graphics and music are pretty solid. However, collision detection seemed a bit on the u...