Search found 315 matches
- Sun Jun 08, 2008 12:39 pm
- Forum: NESdev
- Topic: Looking for a music/sound effect engine
- Replies: 3
- Views: 2550
I've been playing with this some more today. I have added a new routine after the NMI jumps to the NSF's play address. Right now, I am trying to get a sound for the cursor movement to play and it does indeed play over the NSF now, though it sounds bad and it also makes the NSF sound very bad for a f...
- Fri Jun 06, 2008 8:02 pm
- Forum: NESdev
- Topic: Looking for a music/sound effect engine
- Replies: 3
- Views: 2550
Looking for a music/sound effect engine
Alright. I've used Famitracker for some of my earlier works, but now I want something that's more flexible. From what I have heard, most engines involve the user typing in the desried music data in hex, which doesn't sound too hard. The main thing I need is something that's not hard to figure out an...
- Tue May 13, 2008 8:11 pm
- Forum: NESdev
- Topic: Demo rom of my new Columns clone game
- Replies: 12
- Views: 9726
Thanks for the comments. I'm working on a scoring system. I'm actually trying to come up with a good multiplication routine as scoring numbers can get kind of big when you get up there. The basic way the Genesis scores is: 30 * number of 3 of a kind instances * level number + 1 (you start on level 0...
- Mon May 12, 2008 8:30 pm
- Forum: NESdev
- Topic: Demo rom of my new Columns clone game
- Replies: 12
- Views: 9726
Demo rom of my new Columns clone game
Hey folks. Thanks to the help I got, I have a pretty clean rom of a functional Columns game. Right now, things are simple and only 8 blocks are in the rotation of what you get (one of which being the magic jewel), so things won't be too challenging. Though you can see how the engine works currently....
- Mon May 12, 2008 10:09 am
- Forum: NESdev
- Topic: Best way to draw nearly a whole BG during vblank
- Replies: 5
- Views: 2931
- Sun May 11, 2008 7:42 pm
- Forum: NESdev
- Topic: Best way to draw nearly a whole BG during vblank
- Replies: 5
- Views: 2931
Best way to draw nearly a whole BG during vblank
I'm doing a clone of the game Columns and, when you score lines, it's not unusual for various parts of the BG to change. I've been trying several methods and it seems too much happens in vblank, although this occurs randomly. My basic plan of attack was this: -I have an array of 96. 16 rows, 6 colum...
- Tue Apr 29, 2008 6:17 pm
- Forum: NESdev
- Topic: Detecting for NTSC or PAL
- Replies: 16
- Views: 8135
- Sun Apr 27, 2008 11:37 am
- Forum: NESdev
- Topic: Detecting for NTSC or PAL
- Replies: 16
- Views: 8135
Sorry for sounding like a noob, but what exactly would the value be in $2007 at this point if it was PAL? 0? I'd prefer to do a CMP and store a number in a variable.blargg wrote:Code: Select all
lda $2007 sta ntsc_if_neg
I should also have this check at the beginning of my NMI, yes?
Thanks.
- Sat Apr 19, 2008 11:44 am
- Forum: NESdev
- Topic: Detecting for NTSC or PAL
- Replies: 16
- Views: 8135
Detecting for NTSC or PAL
Is there simple code that can detect which version of the NES someone has during bootup? I wanted to make my game have adjustments for PAL. The NSF I use can be done easily enough, though timed events are slower.
- Wed Apr 09, 2008 9:27 am
- Forum: NESdev
- Topic: Using $0600 for an array...
- Replies: 2
- Views: 2760
Using $0600 for an array...
This may sound like a dumb question, but I wanted to confirm: In my Simon clone Siamond, I was previously using a simple variable in zero page of size 51 bytes for my array to hold the game's sequence (the game stopped at 50 colors). Though I came up with the idea of maybe using some other memory an...
- Wed Apr 09, 2008 8:23 am
- Forum: NESdev
- Topic: Your Personal Game Projects
- Replies: 29
- Views: 12458
- Tue Apr 08, 2008 7:24 pm
- Forum: NESdev
- Topic: Your Personal Game Projects
- Replies: 29
- Views: 12458
- Fri Mar 28, 2008 11:49 am
- Forum: NESdev
- Topic: Has anyone ever made their own Tetris clone for NES?
- Replies: 8
- Views: 5857
Interesting logic. Not a bad port either. I don't know how Nintendo did it (randomness) back in the day, but I've played the NWC1990 cart a few times and if you score a certain a amount in SMB1, you always seem to get a certain sequence of pieces in Tetris. It seems to me they had something like arr...
- Thu Mar 27, 2008 10:50 pm
- Forum: NESdev
- Topic: Has anyone ever made their own Tetris clone for NES?
- Replies: 8
- Views: 5857
Has anyone ever made their own Tetris clone for NES?
Topic says it all. I'm just curious if anyone's tried doing their own Tetris and what people may have used for the randomness in the order the pieces appear in.
- Thu Mar 06, 2008 8:27 pm
- Forum: NESdev
- Topic: Sound question
- Replies: 15
- Views: 6593