Search found 400 matches
- Tue Mar 17, 2009 11:31 am
- Forum: NESdev
- Topic: New PCM demo
- Replies: 64
- Views: 47974
- Mon Mar 16, 2009 7:34 pm
- Forum: NESdev
- Topic: My first NES demo. Hangman!
- Replies: 12
- Views: 7198
D'oh! I didn't even notice that one was misspelled hehe It certainly helped me that I was hitting mainly the vowels first, though.ccovell wrote:Good job! (The MLA format... ahh, that takes me back...)
Just be sure you have spelled words correctly, like M*******T.
- Sun Mar 15, 2009 11:51 pm
- Forum: NESdev
- Topic: My first NES demo. Hangman!
- Replies: 12
- Views: 7198
Nicely done! It took me forever just to get to the sixth level, and then it was a word I hadn't seen yet I guess, because I lost haha I'm sure you're really excited right now. I remember when I finished my first NES project. It was like a huge sigh of relief that I actually got through it hehe Good ...
- Sun Mar 15, 2009 2:25 pm
- Forum: nesdevWiki
- Topic: Special pages are broken
- Replies: 54
- Views: 40611
I still think many people are missing the point of a license on the Wiki; it isn't to restrict what USERS can do with the content; it's to avoid CONTRIBUTORS from each having individual control over contributed content. Okay, I understand now. Admittedly, I have no idea how these licenses work, so ...
- Sun Mar 15, 2009 5:10 am
- Forum: Newbie Help Center
- Topic: background skips when altered...
- Replies: 23
- Views: 9908
When I was developing Pegs, I had the same issue. I was changing 12 tiles in the background, and when I did so, I got the hiccup you are talking about. I ended up curing this by writing only four tiles at a time, as well as the using the same code that Celius posted, I believe (check the source, bec...
- Sun Mar 15, 2009 3:13 am
- Forum: nesdevWiki
- Topic: Special pages are broken
- Replies: 54
- Views: 40611
Man, come on. The system that we develop for is OLD AS HELL. Why does anyone give a shit what kind of license there is for anything that we do?.... seriously. I mean, sure, acknowledge if you get some help (a la music engine or something similar) in the credits or something, but in the end, why the ...
- Thu Mar 05, 2009 9:07 am
- Forum: NESdev
- Topic: Pegs - ROM and Source
- Replies: 30
- Views: 19702
- Wed Mar 04, 2009 9:14 pm
- Forum: NESdev
- Topic: Pegs - ROM and Source
- Replies: 30
- Views: 19702
Hey guys, sorry to bump this old thread of mine, but my buddy Ben in Australia just scanned something in Retro Gaming mag for me, and it's a review of Pegs! It's pretty awesome to be in a mag for my first time ever haha Anyway, here's the scan if you wanna read it: http://robertlbryant.com/gaming/im...
- Sun Mar 01, 2009 11:48 am
- Forum: Newbie Help Center
- Topic: Writing bits 12-14 in VRAM address via $2006
- Replies: 22
- Views: 12268
Hey Koitsu, I copied that down when I saw what site he posted it on. If you wanna see it, here it is in my temp directory... this also means it will be 404 sometime in the future ; )
http://robertlbryant.com/temp/blarggs_scroll.txt
http://robertlbryant.com/temp/blarggs_scroll.txt
- Mon Feb 16, 2009 8:26 am
- Forum: Newbie Help Center
- Topic: DMC channel
- Replies: 93
- Views: 32101
- Fri Feb 13, 2009 5:18 pm
- Forum: General Stuff
- Topic: Other 8bitDev communities like this one
- Replies: 30
- Views: 10509
You can find some cool people that develop for the Sega Master System over at http://smspower.org , too.
- Sat Feb 07, 2009 2:37 pm
- Forum: Newbie Help Center
- Topic: NESASM .db rows limited to 24 bytes per line. Why?
- Replies: 17
- Views: 9011
NESASM is retarded. I used to be anti-NESASM. I still don't use it (sticking with CA65), but I've seen some really cool projects be completed with it. I see no reason to hate on it honestly, because it's still usable. There are just a few things to keep in mind when dealing with it (i.e. db limitat...
- Wed Feb 04, 2009 12:17 pm
- Forum: NESdev
- Topic: Things to consider for enemy attributes
- Replies: 6
- Views: 3324
- Tue Feb 03, 2009 8:17 pm
- Forum: NESdev
- Topic: Things to consider for enemy attributes
- Replies: 6
- Views: 3324
Things to consider for enemy attributes
Okay, so I'm trying to think of things that I should consider for enemy attributes. When I say attributes, I mean all of the information that the enemy will need. What kinds of things do you guys store data-wise? Do you have bytes set aside to define the top, bottom, left, and right of their hit det...
- Fri Jan 30, 2009 11:46 am
- Forum: NESdev
- Topic: Loading 16x16 Metatiles
- Replies: 12
- Views: 5034
EDIT: I have since figured out how to do the bottom portion of this post, though it is a bit ugly. I included a beq between the bcs and bne. Ugly I think, but works : P ORIGINAL POST: Instead of a table of routines, you could have 4 tables listing the tiles used by the metatiles <snip> OK, but the n...