Search found 101 matches

by smkd
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

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.
by smkd
Fri Nov 07, 2008 7:25 pm
Forum: NESdev
Topic: Color $1D - Black or dark grey?
Replies: 17
Views: 7428

It outputs RGB instead of composite video. You'd find it in a playchoice-10 and an obscure piece of hardware I forgot.
by smkd
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...
by smkd
Fri Nov 07, 2008 2:00 am
Forum: NESdev
Topic: Video demos of my game
Replies: 95
Views: 36857

Now that I think of it, I don't think I've seen anything in the platform genre out of NES homebrew. I'd like to see how this turns out.
by smkd
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...
by smkd
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...
by smkd
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...
by smkd
Sun Nov 02, 2008 6:19 am
Forum: NESdev
Topic: Setting the background color on the first frame after reset
Replies: 20
Views: 6838

I suppose the ppu unwritable-during-warmup issue would mean you have no control on the content of palette ram for the first frame.
by smkd
Sat Nov 01, 2008 6:40 pm
Forum: NESdev
Topic: My first foray into making cinema displays
Replies: 39
Views: 12089

It's wasteful, sure. In my game I take the current 'OAMINDEX' (next available tile) and work backwards so that only used sprites get cleared.
by smkd
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
by smkd
Fri Oct 31, 2008 8:13 pm
Forum: NESdev
Topic: My first foray into making cinema displays
Replies: 39
Views: 12089

Seconding the cool zombie comment. It works pretty well with the palette transition.
by smkd
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...
by smkd
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...
by smkd
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...
by smkd
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...