Search found 246 matches

by Goose2k
Sun May 31, 2020 12:40 am
Forum: NES Graphics
Topic: Programmer Seeking Artist for VERY Small NES Game
Replies: 0
Views: 7226

Programmer Seeking Artist for VERY Small NES Game

Hi, I'm working on a fairly simple Tetris-like, and would love to work with an artist to improve the visuals. Unpaid. Production is going quite quick, so you can have a finished game in weeks instead of months/years/never :wink: Cart uses NROM, so things a very limited but also means not as much wor...
by Goose2k
Fri May 29, 2020 5:48 pm
Forum: Homebrew Projects
Topic: FROM BELOW [NES Homebrew] COMPLETE!
Replies: 90
Views: 69857

Re: What's Kraken (Tetris-like) [WIP NES Homebrew]

I'm curious. What do you plan to put in to distinguish your gameplay from what The Tetris Company owns ? I didn't realize it was such a hotly protected IP. :shock: I'm hoping to completely change the art, and add the mechanic of "garbage" growing up from the bottom. Based on how that fill...
by Goose2k
Fri May 29, 2020 3:39 pm
Forum: Homebrew Projects
Topic: FROM BELOW [NES Homebrew] COMPLETE!
Replies: 90
Views: 69857

FROM BELOW [NES Homebrew] COMPLETE!

DSC_0916.jpeg Download (or play in your browser) the latest build here ! Join the Discord: https://discord.gg/6JgYhmX The Kraken cometh... From the deepest trenches of the ocean, the Kraken has come to lay waste to your city! The archers have slung every arrow. The burning tar has run dry. Every pi...
by Goose2k
Thu May 28, 2020 10:29 am
Forum: Newbie Help Center
Topic: Large updates to nametable
Replies: 12
Views: 4294

Re: Large updates to nametable

Nintendo's Tetris updates 4 horizontal rows every frame when lines are completed and blanks out some descending rows briefly to hide the processing. It uses single-screen mirroring. I was just looking at videos of Tetris last night and noticed that as well. The sequence of events is something like ...
by Goose2k
Tue May 26, 2020 10:28 pm
Forum: Newbie Help Center
Topic: Large updates to nametable
Replies: 12
Views: 4294

Re: Large updates to nametable

I am still doing my original, slow, multi-pass loop, on a row by row basis. row_by_row.png I start at the bottom (row 0), and if it is a complete row, I start the copy process. I copy the row 1 into row 0, both in logic array, and nametable. Then I copy row 2 into row 1. And so on until I cover all ...
by Goose2k
Tue May 26, 2020 9:34 pm
Forum: Newbie Help Center
Topic: Large updates to nametable
Replies: 12
Views: 4294

Re: Large updates to nametable

SUCCESS!!

Thanks so much! Still need to add a little flare to mask that time, but functionally it's working.
nes_tetris_line_clear_clean.gif
Click for animation
by Goose2k
Tue May 26, 2020 4:38 pm
Forum: Newbie Help Center
Topic: Large updates to nametable
Replies: 12
Views: 4294

Re: Large updates to nametable

Swap out nametables to display the updated field. By 'swap out', do you mean set the scroll to instantly have the new nametable in view, or is there a way to actually swap out the entire name tables instantly, such that the content of nametable C is now in Nametable A (for instance)? I ask because ...
by Goose2k
Tue May 26, 2020 3:48 pm
Forum: Newbie Help Center
Topic: Large updates to nametable
Replies: 12
Views: 4294

Re: Large updates to nametable

On top of the basics provided by Tokumaru this is how I'd handle it: -Keep a copy of the background in the offscreen nametable. -Play a simple animation when a line is completed so the updated field doesn't have to appear right away. Most versions of Tetris do this. -Update the offscreen nametable ...
by Goose2k
Mon May 25, 2020 10:04 pm
Forum: Newbie Help Center
Topic: Large updates to nametable
Replies: 12
Views: 4294

Large updates to nametable

I am working on a little Tetris clone, and something that has me a little stumped is how to update large sections of the nametable in a frame. This comes up when the player clears a line. I store all of the board in a linear array of 240 unsigned chars, as well as writing that state to the nametable...
by Goose2k
Mon May 25, 2020 2:18 pm
Forum: Newbie Help Center
Topic: Trying to dump my first NES game... :)
Replies: 62
Views: 34097

Re: Trying to dump my first NES game... :)

I think both of ours should be snap carts solidhyunkel. Here's what's going on inside to help you navigate it if you end up trying to open it. You basically need to pitch half the cart really hard so that the latch gets released. I did one at a time. 20200525_140914.jpg 20200525_140907.jpg 20200525_...
by Goose2k
Mon May 25, 2020 2:04 pm
Forum: Newbie Help Center
Topic: Trying to dump my first NES game... :)
Replies: 62
Views: 34097

Re: Trying to dump my first NES game... :)

You are right! I was able to open it up by kind of pinching the front (the side with the pictures). Here's what I got. Let me know if you need anything else:
20200525_140107.jpg
20200525_140052.jpg
20200525_140100.jpg
20200525_140045.jpg
by Goose2k
Mon May 25, 2020 1:39 pm
Forum: Newbie Help Center
Topic: Trying to dump my first NES game... :)
Replies: 62
Views: 34097

Re: Trying to dump my first NES game... :)

Pretty sure I have the same one, and if I remember correctly, it doesn't open with screws. Seemed like it was glued or something; I didn't have the guts to pry it open myself...
nes-game-190.png
nes-game-109b.jpg
by Goose2k
Mon May 25, 2020 10:21 am
Forum: 2019 NESdev Competition
Topic: Too late?
Replies: 3
Views: 4146

Re: Too late?

That's great to hear!

I have no plans to rush anything out, but just feel like the end is in sight on a project, and I'd like to have this physical cart as a motivation.

I'll just continue working I guess, and post on this forum when it's done. :D
by Goose2k
Sun May 24, 2020 9:17 am
Forum: 2019 NESdev Competition
Topic: Too late?
Replies: 3
Views: 4146

Too late?

I know the competition deadline has passed, but is it too late to submit something for the Action 53 cart itself (just for fun)?

I'm getting into this late but have something in the works that I think might be cart-worthy.
by Goose2k
Fri May 22, 2020 2:15 pm
Forum: Newbie Help Center
Topic: cc65 - Are % and * supported?
Replies: 27
Views: 10726

Re: cc65 - Are % and * supported?

Thanks for the replies. Very informative! However, an immediate and simple suggestion is to make game board 16 wide, because multiply and modulo by 16 is generally fast (power of 2). Even if you don't use the extra 6 bytes on the end of each row, the extra 60 wasted bytes will still get you back a l...