Search found 781 matches
- Sat Jul 02, 2016 4:20 pm
- Forum: NES Music
- Topic: Pently: a flexible, space-efficient NES music player
- Replies: 94
- Views: 131657
Re: Pently music player is coming
So from what i gathered... Follow how the NES Mario engines originally does things: -Make and use a subroutine for Main to handle the two music buffers, One for main songs, and one for event (effect) songs -Then store the songs in one of two buffers, Restore back to the main song when the event (eff...
- Sat Jul 02, 2016 6:26 am
- Forum: NES Music
- Topic: Pently: a flexible, space-efficient NES music player
- Replies: 94
- Views: 131657
Re: Pently music player is coming
Yes... That would help a lot if more details are addedtepples wrote:Do you want more details?
- Sat Jul 02, 2016 4:09 am
- Forum: NES Music
- Topic: Pently: a flexible, space-efficient NES music player
- Replies: 94
- Views: 131657
Re: Pently music player is coming
Is there a any possibility of ''Go to Track #n'' and ''Go to Previously Buffered Track'' effects for pently?
Makes things easier for full-on jingle effects, such as the ''Time Running Out'' jingle in mario games!
Makes things easier for full-on jingle effects, such as the ''Time Running Out'' jingle in mario games!
- Wed Jun 29, 2016 6:32 pm
- Forum: NES Music
- Topic: Pently: a flexible, space-efficient NES music player
- Replies: 94
- Views: 131657
Re: Pently music player is coming
Oh, That is fine then...
- Wed Jun 29, 2016 6:30 pm
- Forum: Other Retro Dev
- Topic: Sample based player for PC-Engine
- Replies: 9
- Views: 7566
Re: Sample based player for PC-Engine
How about SamPla,
It's as simple as a name gets
It's as simple as a name gets
- Mon Jun 27, 2016 8:35 pm
- Forum: NES Music
- Topic: Pently: a flexible, space-efficient NES music player
- Replies: 94
- Views: 131657
Re: Pently music player is coming
Applied MIT License (Expat variant) throughout This just killed support for romhacks How so? MIT is not a copyleft. Though Nintendo is known to be anti-copyleft , I seem to remember that some of the Wii system software has notices for BSD and MIT licenses. If you want, I can go try to dig it up for...
- Mon Jun 27, 2016 2:03 pm
- Forum: NES Music
- Topic: Pently: a flexible, space-efficient NES music player
- Replies: 94
- Views: 131657
Re: Pently music player is coming
This just killed support for romhacks, But whatever, Not my problem.tepples wrote:Applied MIT License (Expat variant) throughout
Though it makes things harder for anyone using this for anything but homebrew!
- Mon Jun 20, 2016 8:00 pm
- Forum: NESdev
- Topic: Including binary files that contain pointers to dynamic data
- Replies: 26
- Views: 7813
Re: Including binary files that contain pointers to dynamic
Converting all your PCE source code to CA65 can be a good thing, But can be painful...tomaitheous wrote:Yeah.. I really need to switch over to ca65 and quit stalling on it.
You may need to convert your code that uses the .func pseudo-op to raw data/code, or a macro, or a define
- Sun Jun 12, 2016 8:01 pm
- Forum: NES Music
- Topic: More NSF Requests
- Replies: 3127
- Views: 1411191
Re: More NSF Requests
I've requested this before (and nothing got done), and it's time to do this again:
A Re-Rip of Winky-Soft's ''Adventures of Tom Sawyer'' with all songs intact, since a couple of the songs were missing completely!
A Re-Rip of Winky-Soft's ''Adventures of Tom Sawyer'' with all songs intact, since a couple of the songs were missing completely!
- Mon Jun 06, 2016 2:56 pm
- Forum: NES Graphics
- Topic: What is the ADF file feature in yy-chr?
- Replies: 2
- Views: 3614
Re: What is the ADF file feature in yy-chr?
Think of an ADF file as an custom layout file, as it remaps the tile's layout for use in other games, lets say you are working on a SMB1 hack and want to rearrange tiles without harming the original 8x8 layout, You can make a new layout by editing it to conform to your arrangement standard Example: ...
- Fri Jun 03, 2016 7:15 pm
- Forum: Homebrew Projects
- Topic: My game WIP: NGCS
- Replies: 9
- Views: 8077
Re: My game WIP: NGCS
Looks cool since I used ZZT/MZX before, but there's Problems with your current concept for BG/Sprite Splitting, depending on your mapper and sprite mode usage: Sprites: - [8x8] Sprite tiles use 256 tiles if using normal NES mappers - [8x16] Sprites uses 128 from BG and 128 from Sprites - [8x16, MMC3...
- Wed May 25, 2016 6:57 pm
- Forum: SNESdev
- Topic: Water under the bridge: Poohsticks
- Replies: 3
- Views: 2790
Re: Water under the bridge: Poohsticks
Sure, Let's all play a little game of Turd races on the SNES... That will make everyone happy! 
- Tue May 03, 2016 10:07 pm
- Forum: NESemdev
- Topic: Poll: Adding Nametable-to-ROM Address Detection
- Replies: 35
- Views: 10887
Re: Poll: Adding Nametable-to-ROM Address Detection
I actually think you did not read where the first post states that RVEACH made it, not me, All things considered, You have a good point, It is just a fork, but a good (and totally outdated) one. Oh, sorry, I thought this was your work. Also this seems to be a rather large change to the debugging st...
- Tue May 03, 2016 9:07 pm
- Forum: NESemdev
- Topic: Poll: Adding Nametable-to-ROM Address Detection
- Replies: 35
- Views: 10887
Re: Poll: Adding Nametable-to-ROM Address Detection
Don't get me wrong, though, I think it's great that you made a tool and are sharing it. The negative part of my response is only about whether it should be a standard feature on either of these two emulators. I actually think you did not read where the first post states that RVEACH made it, not me,...
- Tue May 03, 2016 8:47 pm
- Forum: NESemdev
- Topic: Poll: Adding Nametable-to-ROM Address Detection
- Replies: 35
- Views: 10887
Re: Poll: Adding Nametable-to-ROM Address Detection
dougeff: I forgive you.
Punch: Apologies for being grumpy, just please don't go overboard next time... The main reason is because of certain people, but that is another story entirely!
Punch: Apologies for being grumpy, just please don't go overboard next time... The main reason is because of certain people, but that is another story entirely!