Search found 315 matches

by Sivak
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...
by Sivak
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...
by Sivak
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...
by Sivak
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....
by Sivak
Mon May 12, 2008 10:09 am
Forum: NESdev
Topic: Best way to draw nearly a whole BG during vblank
Replies: 5
Views: 2931

I was talking in chat last night and think I got a pretty good solution: I disabled sprite DMA as no sprite are moving/updating at this point and optimized my drawing code a tiny bit and the end result is great!

Thanks for the tips though.
by Sivak
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...
by Sivak
Tue Apr 29, 2008 6:17 pm
Forum: NESdev
Topic: Detecting for NTSC or PAL
Replies: 16
Views: 8135

I saw the revised code. Thanks for the assistance, PAL emulation on 3 different emus produces the new results.

I originally had this configurable in the option screen, but now this test works. Kinda cool that my game is "region-free". 8)
by Sivak
Sun Apr 27, 2008 11:37 am
Forum: NESdev
Topic: Detecting for NTSC or PAL
Replies: 16
Views: 8135

blargg wrote:

Code: Select all

         
        lda $2007
        sta ntsc_if_neg
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.

I should also have this check at the beginning of my NMI, yes?

Thanks.
by Sivak
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.
by Sivak
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...
by Sivak
Wed Apr 09, 2008 8:23 am
Forum: NESdev
Topic: Your Personal Game Projects
Replies: 29
Views: 12458

@WhoaMan: That first one looks interesting. Is it a puzzle game? It looks like it. Can you jump in the lava and die? 8)
by Sivak
Tue Apr 08, 2008 7:24 pm
Forum: NESdev
Topic: Your Personal Game Projects
Replies: 29
Views: 12458

I've done two games.

Geminim - Based on the logic game of Nim. It's in cartridge form
Siamond - Clone of Simon. Will be in cart form.

I have a third idea for something bigger, but I haven't really started.
by Sivak
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...
by Sivak
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.
by Sivak
Thu Mar 06, 2008 8:27 pm
Forum: NESdev
Topic: Sound question
Replies: 15
Views: 6593

I know this thread is old, but I wanted to look back into it. Basically, I got nice-sounding stuff with Famitracker and the NSFs I've created. The real trick now is to just get sound effects and music at the same time from the same NSF. What I'm unclear on is what do I store into the "virtual&q...