Search found 189 matches

by miau
Wed Sep 23, 2009 3:08 am
Forum: General Stuff
Topic: Video shows Mario sound effects made in a tracker
Replies: 8
Views: 3566

As someone pointed out in the Youtube comments, the slowed down "grow" sound effect sounds eerily similar to the music that plays when you reach the flagpole at the end of a level. That's fun. :) Link's Awakening on the Gameboy has to be among my favorite games when it comes to sound effec...
by miau
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...
by miau
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

For symbolic debugging I wrote a command line tool to automatically convert cl65's VICE label files ("-g" switch on ca65, "-Ln xyz.lbl" on cl65) to the romname.nes.ram.nl format used by FCEUX's debugger. I thought about doing the same thing, the only problem is that there's real...
by miau
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

Well, I wouldn't ever want to write a GUI-program without a dialog editor (like the one found in Visual Studio). It sure helps. As for NES development... not sure. For symbolic debugging I wrote a command line tool to automatically convert cl65's VICE label files ("-g" switch on ca65, &quo...
by miau
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

Tools need only code. Games need code, art, and several other skills. So people who feel most comfortable with code concentrate on tools. I agree. The better the workflow and "WYSIWYG-ness" of a tool, the easier and faster it is for me to get good results with it, at least when it comes t...
by miau
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 ...
by miau
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...
by miau
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. ;)
by miau
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...
by miau
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)
by miau
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...
by miau
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 ...
by miau
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...
by miau
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...
by miau
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...