Search found 315 matches

by Sivak
Wed Oct 28, 2009 2:38 pm
Forum: NESdev
Topic: Finished my game today (details)
Replies: 22
Views: 9825

Finished my game today (details)

Hey all. I'm just writing to say I have all the content implemented in my game and all should be good to go.

I still need to do a big-time final analysis on things and such, but that hopefully won't be too tough.

I plan to make a trailer when I have a specific date figured out. So until then...
by Sivak
Sun Oct 18, 2009 6:27 pm
Forum: NES Music
Topic: More NSF Requests
Replies: 3133
Views: 1411308

Well, there's a hack called Rockman GrayZone out there. I was hoping for that NSF too. It's a RM2 hack yet again.

http://rg20.web.fc2.com/grayarea.html - This is the site with the IPS.
by Sivak
Tue Oct 06, 2009 7:46 am
Forum: NESdev
Topic: Multiple state for main loop
Replies: 14
Views: 6015

The reply by anders seems to be my interpretation as well. That sort of situation could be done using jump tables. ;Then, you'd have something in your main NMI that works like this: ;Obviously, a real NMI would have more... NMI: JSR GetScreen RTI TableOfDestinations: .dw TitleScreen, GameScreen, Pas...
by Sivak
Mon Oct 05, 2009 11:48 am
Forum: NESdev
Topic: Crystalis - text boxes - How?
Replies: 3
Views: 2551

Crystalis - text boxes - How?

I had wondered about this, as Crystalis uses both upper and lower case, and so I loaded it up in FCE Ultra and looked in the PPU viewer. To my surprise, there are NO tiles for the actual alphabet at all. They are present in the menus and whatnot. The game uses MMC3, so is there some special trick th...
by Sivak
Sat Sep 26, 2009 8:41 pm
Forum: NES Music
Topic: Unused / Unknown nsf tracks
Replies: 28
Views: 23362

I think the battleship nsf was a bad rip or one from the PAL version. I recall someone doing a good rip sometime, but I don't know where it was hosted. Try looking in the request thread.
by Sivak
Thu Sep 17, 2009 10:38 pm
Forum: Homebrew Projects
Topic: MM9 famicom project: status
Replies: 48
Views: 35794

Well, it's interesting. What's inc32 mode? MMC3 is the way to go. It'll be interesting to get it to scroll vertically. I was wondering if you plan to setup a palette cycling thing to get the waterfalls to move (among other animations seen in other stages). Also, just a very minor nitpick and I don't...
by Sivak
Thu Sep 17, 2009 9:57 pm
Forum: Homebrew Projects
Topic: MM9 famicom project: status
Replies: 48
Views: 35794

Very interesting indeed. Scrolling is the one thing that is tough. it seems you draw two columns of 16x16 tiles every few steps, which seems like it would work. Are you going to modify Famitracker to make sound effects actually work? That's the one problem with using that engine. This project is mor...
by Sivak
Wed Sep 16, 2009 10:23 am
Forum: NES Music
Topic: NSF of Battle Kid's soundtrack (linked elsewhere)
Replies: 17
Views: 13790

Just wanted to post that I have a new, and hopefully finished file that ought to have everything that's in the game. I don't think I'll be doing anything else...

Here's the link to Famitracker's forum's post as direct links do not work:
http://famitracker.shoodot.net/forum/posts.php?id=349
by Sivak
Sat Sep 12, 2009 11:15 pm
Forum: NESdev
Topic: Status report of my game - Almost there
Replies: 4
Views: 3062

Status report of my game - Almost there

Hey all. Just thought I'd write with this update... I've got the ending cutscene nearly finished. I got most of the dialogue in, just need to put in an epilogue. I'll also need some graphics, but when I have those, that'll be a one night project. After that's done, all content will be implemented an...
by Sivak
Sat Aug 29, 2009 9:24 am
Forum: Homebrew Projects
Topic: Public demo rom of Battle Kid - Updated
Replies: 52
Views: 34830

Dwedit wrote: Also, there's a save room two screens above the boss room for some reason.
It's there in the real game too. Meant to be there! 8)
by Sivak
Wed Aug 26, 2009 9:08 am
Forum: Homebrew Projects
Topic: Public demo rom of Battle Kid - Updated
Replies: 52
Views: 34830

ZomCoder wrote:Sivak, I haven't pored through enough posts on nesdev to discover this but, did you do the graphics/music?
Graphics - only partially. In most cases it was just small edits to stuff submitted to me.

Music - Yes. 100%.
by Sivak
Fri Aug 21, 2009 6:06 pm
Forum: Homebrew Projects
Topic: Public demo rom of Battle Kid - Updated
Replies: 52
Views: 34830

- Every time I look at the HUD I have to remind myself the coordinate display is not a clock. Can you please change that colon to another symbol, like a dash or comma (don't forget about changing the item's graphic too)? - Do you have any estimated release date (or something along those lines)? - D...
by Sivak
Thu Aug 20, 2009 8:35 pm
Forum: NES Music
Topic: Music engine limitations - tempos
Replies: 7
Views: 5099

Music engine limitations - tempos

Well, I had been noticing that the music with the music engine I have has been doing things like having notes be delayed at random intervals. I found that this was due to the tempo not being a power of 2... The best example I can give is a 150 tempo song, which ended up translating into this with th...
by Sivak
Thu Aug 20, 2009 8:28 pm
Forum: Homebrew Projects
Topic: Public demo rom of Battle Kid - Updated
Replies: 52
Views: 34830

The room loading routine is set in stone. It is as fast as I could make it. If I combine steps, pointers become erroneous and the wrong attributes can get written places... Other issues such as the game just stopping were present, hence why it's spread out. Basically, this is the way it does a room:...
by Sivak
Sun Aug 16, 2009 9:20 am
Forum: Homebrew Projects
Topic: Public demo rom of Battle Kid - Updated
Replies: 52
Views: 34830

Thanks for the comments, start. Do you plan a speed power up? Uh, nah. I already have the items made. They are: High Jump: It is what it says Feather fall: Hold up to drop slower Infinite O2: Breathe underwater forever Double jump: Self-explained One hidden item: Hm hm hm? 8) There are also keys whi...