quick question for memblers:
Will future garage carts have the same or a more flexible mapper? It would be cool to see this AxROM game on some future version of the cart but it doesn't fit the UNROM mold at all.
Search found 101 matches
- Tue Nov 25, 2008 3:18 am
- Forum: Membler Industries
- Topic: Nominate a game/demo for the upcoming Garage Cart(s)
- Replies: 56
- Views: 92432
- Fri Nov 07, 2008 7:25 pm
- Forum: NESdev
- Topic: Color $1D - Black or dark grey?
- Replies: 17
- Views: 7428
- Fri Nov 07, 2008 8:37 am
- Forum: NESdev
- Topic: Setting up vertical parallax
- Replies: 37
- Views: 10724
yeah all you have to do is shift the tile data in the direction of scroll (with wrapping edges ofcourse) because after 16 pixels of shifting with that screen you are back to where you started with no need to update nametables. at minimum, it'll just be 32 bytes additional uploading if you just stick...
- Fri Nov 07, 2008 2:00 am
- Forum: NESdev
- Topic: Video demos of my game
- Replies: 95
- Views: 36857
- Fri Nov 07, 2008 1:59 am
- Forum: NESdev
- Topic: Setting up vertical parallax
- Replies: 37
- Views: 10724
Sounds like quite a task. CHR-RAM games (battletoads and micromachines coming to mind) had a parralax effect where tiles that weren't in the foreground all shared a common tile (or was a 16x16 layout?) that was rewritten depending on the scroll of the foreground, but nothing on the scale of this. Yo...
- Mon Nov 03, 2008 5:38 am
- Forum: NESdev
- Topic: Setting the background color on the first frame after reset
- Replies: 20
- Views: 6838
I thought that you said PPU writes were ignored for the first frame? yeah what's up with that. @servicedude: I remember reading that if the ppu address lies in the palette ram, and the screen is disabled, it displays the color pointed to in palette ram. So that would ensure that the display color i...
- Mon Nov 03, 2008 12:19 am
- Forum: NESdev
- Topic: Give my game a try
- Replies: 37
- Views: 22471
Thanks Memblers. I didn't consider the arcade form of doing it, I just threw in the demo play because I think it's a neat feature that's easy to pull off and it's used everywhere. I think I will split the demo into 2 portions, and they play in alternating form. Scoring needs a screen in the info sec...
- Sun Nov 02, 2008 6:19 am
- Forum: NESdev
- Topic: Setting the background color on the first frame after reset
- Replies: 20
- Views: 6838
- Sat Nov 01, 2008 6:40 pm
- Forum: NESdev
- Topic: My first foray into making cinema displays
- Replies: 39
- Views: 12089
- Sat Nov 01, 2008 5:59 pm
- Forum: NESdev
- Topic: My first foray into making cinema displays
- Replies: 39
- Views: 12089
Lots of games do something like this at the end of the frame to 'destroy' all sprite tiles. If they can't be seen that's all that matters.
Code: Select all
SpriteOff:
LDA #$EF ;to store
LDY #$00
@loop:
STA OAM_YPOS,y ;store offscreen
INY ;next sprite
INY
INY
INY
BNE @loop
RTS- Fri Oct 31, 2008 8:13 pm
- Forum: NESdev
- Topic: My first foray into making cinema displays
- Replies: 39
- Views: 12089
- Fri Oct 31, 2008 7:22 am
- Forum: NESdev
- Topic: Give my game a try
- Replies: 37
- Views: 22471
Crap, completely forgot to read that DMC fortified joypad read thread. I'm guessing that's where the phantom button presses are coming from. e: updated ROM with blarg's joypad routine for reliable reading during DPCM playback. @Lord Nightmare: I added something like that as part of the bonuses at le...
- Fri Oct 31, 2008 3:11 am
- Forum: NESdev
- Topic: Give my game a try
- Replies: 37
- Views: 22471
when i kill enemies directly below in the second loop i descend on them with the force field on. Otherwise you have to rotate fairly quickly all you fall and crash. I might fit in a congratualtory screen between the game over for that too. In an extremely frustrating incident, the bug in the OP is s...
- Wed Oct 29, 2008 5:12 pm
- Forum: NESdev
- Topic: Video demo of my Columns clone
- Replies: 27
- Views: 14559
I didn't see this before the necropost, but it looks a well crafted game with some neat presentation. I also think the white flash would look better as a black blank screen instead. Like suggested before, it would look even nicer if it faded to black, then the screen was blanked, tiles replaced, the...
- Wed Oct 29, 2008 5:04 pm
- Forum: NESdev
- Topic: Give my game a try
- Replies: 37
- Views: 22471
@blargg: right, I originally did it just to indicate the back end of the ship, but that actually fits alot better. Some of the detail is lost in rotation (using rotsprite from sonicretro) which I tried to add back. I think it looks a bit better than the last one anyway. New GFX are in the same ROM l...