Search found 189 matches
- Thu Jun 11, 2009 6:36 am
- Forum: NESdev
- Topic: Language definitions for syntax highlighting in Notepad++
- Replies: 20
- Views: 16998
- Thu Jun 11, 2009 12:28 am
- Forum: NESdev
- Topic: Language definitions for syntax highlighting in Notepad++
- Replies: 20
- Views: 16998
Hey, that's cool stuff. Definitely gonna be using it :) So, if people are actually using Notepad++... Thought I might as well (ab)use this thread to share my language definition file for 6502 asm Includes syntax highlighting of ca65 pseudo functions and control commands. This is how your code will l...
- Sun May 31, 2009 6:03 pm
- Forum: NESdev
- Topic: PDRoms Coding Compo v4.01 - NES allowed!
- Replies: 23
- Views: 10112
In my opinion the puzzle game rule wasn't such a bad choice, keep it simple. :) I would have loved to participate, but other projects are currently taking all my time. I hope there will be more compos in the future that accept NES submissions. Nevertheless, I'm looking forward to seeing the entries ...
- Fri May 15, 2009 4:41 am
- Forum: NESdev
- Topic: Better fading
- Replies: 21
- Views: 10286
This may be a strange idea, but if you're using CHR RAM, you could try doing some dithering to fade out. For example, if you have a blue tile, place a black checkerboard over it to make it fade down once. But this might look really stupid, and might not be worth the time. But I just thought I'd men...
- Thu May 14, 2009 5:42 am
- Forum: General Stuff
- Topic: Does a better graphics cart make emulator running smoother ?
- Replies: 13
- Views: 5289
I recently got a new graphics card and desmume performs a little better in Open GL mode now. There seem to be people developing some kind of filters for N64 emulators that make heavy use of current gfx cards' pixel shader technology. Unless you want to experience that, a high-end gfx card really isn...
- Thu May 14, 2009 5:11 am
- Forum: NES Hardware and Flash Equipment
- Topic: Playing nsf in Powerpak
- Replies: 8
- Views: 3795
- Wed May 13, 2009 2:30 am
- Forum: NESdev
- Topic: Interactive Debugger/Disassembler for OSX?
- Replies: 12
- Views: 5839
- Thu May 07, 2009 7:45 am
- Forum: NESemdev
- Topic: Implement Wii remote support in NES emulator?
- Replies: 7
- Views: 5918
Gotta bring up Lua scripting again. You could code a Lua-compatible C-module providing an interface to one of the wiimote libraries available for your os (e.g. wiiuse). I've tried this in Snes9x to play F-Zero with the Wii Wheel. That's probably nothing Glovepie couldn't do, but if you need more con...
- Mon May 04, 2009 3:50 am
- Forum: General Stuff
- Topic: Ghosts 'n Goblins NES so HARD!
- Replies: 32
- Views: 13437
An impressive non-tool-assisted speedrun of Ghosts 'n Goblins can be found on speeddemosarchive.com. Be sure to read the author's comments if you watch it, they give an interesting insight into the weird mechanics (and bugs) of the game. Wario Land: Super Mario Land 3 for Game Boy had serious sync p...
- Sat May 02, 2009 2:23 am
- Forum: General Stuff
- Topic: Ghosts 'n Goblins NES so HARD!
- Replies: 32
- Views: 13437
For some reason I always found this game to be fascinating. It's all about memorizing quirky enemy behavior... or finding the least dangerous way to get past things and hope nothing unexpected happens. Imagine if in SMB you've killed Goombas with the same strategy several dozen times, but one day on...
- Sun Apr 26, 2009 11:30 pm
- Forum: Test Forum
- Topic: Ubuntu test
- Replies: 34
- Views: 54141
Pros of Ubuntu (don't know if it applies to other linuxes) : ... - Choose your own graphical stuff among MANY predefined sets available ... With my bias towards simple pixelated looks I have yet to find a theme that I can enjoy. Emulating the classic windows theme is possible, but, with all the cho...
- Thu Apr 09, 2009 1:07 pm
- Forum: General Stuff
- Topic: Lua scripting support in emulators
- Replies: 32
- Views: 14973
Thanks for the offer, I really appreciate it and will likely get back to it sooner or later. It's always good to know people proficient in a subject like this. Oh, I've been using Wireshark before. It's neat, gave me a vague idea of what's going on just from looking closely at its captured packets. ...
- Wed Apr 08, 2009 11:13 am
- Forum: General Stuff
- Topic: Lua scripting support in emulators
- Replies: 32
- Views: 14973
Ping should be taken with a grain of salt. It will never go below 15ms because the network code runs, as does everything else, only 60 times per second. Updates aren't sent every frame, though, and oops! It really seems like LuaSocket does no tcp buffering at all? However, it shouldn't be too hard t...
- Wed Apr 01, 2009 4:32 am
- Forum: General Stuff
- Topic: Lua scripting support in emulators
- Replies: 32
- Views: 14973
- Mon Mar 30, 2009 10:16 am
- Forum: General Stuff
- Topic: Lua scripting support in emulators
- Replies: 32
- Views: 14973
FCEUX 2.1 has been released yesterday. It comes with a variety of fun and interesting Lua scripts including those I've posted videos of.
It also has a documentation on Lua scripting and a list of functions now.
It also has a documentation on Lua scripting and a list of functions now.