Search found 400 matches

by Roth
Tue Mar 17, 2009 11:31 am
Forum: NESdev
Topic: New PCM demo
Replies: 64
Views: 47974

D'oh! You got me! haha Pretty nice demo : D
by Roth
Mon Mar 16, 2009 7:34 pm
Forum: NESdev
Topic: My first NES demo. Hangman!
Replies: 12
Views: 7198

ccovell wrote:Good job! (The MLA format... ahh, that takes me back...)

Just be sure you have spelled words correctly, like M*******T.
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.
by Roth
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 ...
by Roth
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 ...
by Roth
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...
by Roth
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 ...
by Roth
Thu Mar 05, 2009 9:07 am
Forum: NESdev
Topic: Pegs - ROM and Source
Replies: 30
Views: 19702

I still am kinda jumping up and down hehe Thanks Celius : )
by Roth
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...
by Roth
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
by Roth
Mon Feb 16, 2009 8:26 am
Forum: Newbie Help Center
Topic: DMC channel
Replies: 93
Views: 32101

I think the effect you guys are talking about is in Battletoads, but I feel it's done very well. It gives more of a feeling to the player of "Oh shit, I just got hit HARD!" It looks like everything stops for the sound, and it's not that long at all. I think it happens when you do a big hit...
by Roth
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.
by Roth
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...
by Roth
Wed Feb 04, 2009 12:17 pm
Forum: NESdev
Topic: Things to consider for enemy attributes
Replies: 6
Views: 3324

Thanks guys, this will be great food for thought : )

Bregalad, when you say width and height of the collision detection, does this mean you use the center of the character as a reference point?
by Roth
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...
by Roth
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...