What's the state of Genesis homebrew versus other consoles? Is there much of an active community? I can't seem to find many resources online, especially any that are recently updated.
Any links or info are appreciated.
Search found 147 matches
- Mon Jan 11, 2010 8:04 pm
- Forum: General Stuff
- Topic: Sega Genesis homebrew dev
- Replies: 5
- Views: 4747
- Mon Aug 17, 2009 8:27 pm
- Forum: NESdev
- Topic: Isolated Warrior 'special effects'
- Replies: 7
- Views: 3733
- Mon Aug 17, 2009 1:23 pm
- Forum: NESdev
- Topic: Isolated Warrior 'special effects'
- Replies: 7
- Views: 3733
Isolated Warrior 'special effects'
I was playing through this game recently and was impressed by some of its special effects (not to mention that the game is a pretty solid isometric shooter in its own right). There are two effects in particular that I wanted to point out. This youtube clip contains both: - Around 1:55, the backgroun...
- Mon Jul 06, 2009 11:40 am
- Forum: NESdev
- Topic: My NES game development blog
- Replies: 10
- Views: 4931
- Wed Apr 15, 2009 9:24 pm
- Forum: NESdev
- Topic: Drawing, Vblank, and NMI - A doc I whipped up
- Replies: 43
- Views: 25912
- Mon Feb 23, 2009 8:54 pm
- Forum: Newbie Help Center
- Topic: Updating a 'random' nametable / pattern tile
- Replies: 12
- Views: 6291
- Mon Feb 23, 2009 3:30 pm
- Forum: Newbie Help Center
- Topic: Updating a 'random' nametable / pattern tile
- Replies: 12
- Views: 6291
- Mon Feb 23, 2009 3:22 pm
- Forum: Newbie Help Center
- Topic: Updating a 'random' nametable / pattern tile
- Replies: 12
- Views: 6291
- Mon Feb 23, 2009 2:26 pm
- Forum: Newbie Help Center
- Topic: Updating a 'random' nametable / pattern tile
- Replies: 12
- Views: 6291
How about a continually incrementing counter variable that would be 'polled' at various intervals, whose value would then be used as a tile selection? Although then I suppose the interval would need to be random. I'm stumped. I'm trying to avoid any user interaction, so using the controller is out f...
- Mon Feb 23, 2009 2:03 pm
- Forum: Newbie Help Center
- Topic: Updating a 'random' nametable / pattern tile
- Replies: 12
- Views: 6291
Updating a 'random' nametable / pattern tile
I'm working on a graphics demo and I want to have a 'random' pattern tile update a 'random' section of my nametable. So, am I correct that the pattern data will choose from one of 256 possibilities and the nametable data will choose from one of 960? I understand how to update the nametable and redra...
- Tue Feb 10, 2009 8:06 pm
- Forum: Newbie Help Center
- Topic: Compiling asm6 for OS X
- Replies: 4
- Views: 2814
Yes, I compiled your provided source, so I think the binary is working fine. I suppose there was something wrong with my code (which I really can't figure out), but I've since gotten another source to compile with no errors. It's just an adaptation of one of blargg's tutorials (to print 'Hello World...
- Tue Feb 10, 2009 2:23 pm
- Forum: Newbie Help Center
- Topic: Compiling asm6 for OS X
- Replies: 4
- Views: 2814
Compiling asm6 for OS X
This is a continuation of a previous thread: http://nesdev.com/bbs/viewtopic.php?t=4812&start=0 I downloaded XCode, opened a standard tool, compiled, and got a working binary. I run the binary in Terminal on a sample .asm file, which works properly, but I'm "Illegal Instruction" warnin...
- Sun Feb 08, 2009 5:45 pm
- Forum: NESdev
- Topic: Galaxy NES (Release)
- Replies: 13
- Views: 9131
- Sun Feb 08, 2009 3:22 pm
- Forum: Newbie Help Center
- Topic: NESASM .db rows limited to 24 bytes per line. Why?
- Replies: 17
- Views: 9011
You might still want to keep Windows. Though you can do some stuff on the Mac OS X, it seems that there aren't really any good emulators with debuggers on the Mac. There's FCEUX, but it is only command line, and I haven't figured out how to configure input on it, so that I can actually play a game....
- Sun Feb 08, 2009 3:12 pm
- Forum: NESdev
- Topic: Galaxy NES (Release)
- Replies: 13
- Views: 9131
I tested on the PowerPak and everything appears to work properly. I'm a big Geometry Wars fan and I think you have a really nice start here. Suggestions: 1. The way your ship continues to glide after you've pressed in a direction is tough to handle. I don't believe the ship in the 360 version handle...