Search found 315 matches

by Sivak
Fri Jul 16, 2010 10:17 am
Forum: Homebrew Projects
Topic: Battle Kid 2 - Releasing on 12/14
Replies: 157
Views: 69409

Well, I'm starting the controls today. In response to all the blanking screen concerns, I really don't see a way around it. I need to use time to update all the BG, CHR RAM, and other PPU stuff. If the status bar was left on the top, then the PPU would be left on and that'd make the room loading tak...
by Sivak
Thu Jul 15, 2010 7:53 am
Forum: Homebrew Projects
Topic: Battle Kid 2 - Releasing on 12/14
Replies: 157
Views: 69409

Since you have no scrolling, couldn't you try to render the new screen to the hidden name table, keep the old screen visible while that happens, and only switch to the new name table when it's ready? The thing with this is the new screen could conceivably be in ANY direction, left, right, up, or do...
by Sivak
Wed Jul 14, 2010 9:20 pm
Forum: Homebrew Projects
Topic: Battle Kid 2 - Releasing on 12/14
Replies: 157
Views: 69409

The "black flashing" transition seems harsh on the eyes. If you cannot keep the screen content, at the least if you could keep the status bar while the rest is updated would be already better. But this is my opinion only. Maybe other people don't mind as much as me. It should be about 2 f...
by Sivak
Wed Jul 14, 2010 7:30 pm
Forum: Homebrew Projects
Topic: Battle Kid 2 - Releasing on 12/14
Replies: 157
Views: 69409

You thought about doing some scrolling in this one? Single screen seemed to work well enough before, nothing wrong with that, but scrolling would give it that final bit of "NES authenticity". Negative. BK, past and future will always be the same formula. I do, however, have some thoughts ...
by Sivak
Wed Jul 14, 2010 3:09 pm
Forum: Homebrew Projects
Topic: Battle Kid 2 - Releasing on 12/14
Replies: 157
Views: 69409

Dwedit wrote:So what kind of compression are we using here? Some kind of RLE? Free-form resizable shapes like SMB, Zelda 2, or Metroid?
It's a mix of RLE or LZ. In reality, RLE is the more likely one to get used. Basically, if you have tile $01 and want to repeat it 10 times, you'd go: $01,$FA...
by Sivak
Wed Jul 14, 2010 10:34 am
Forum: Homebrew Projects
Topic: Battle Kid 2 - Releasing on 12/14
Replies: 157
Views: 69409

Battle Kid 2 - Releasing on 12/14

A trailer was uploaded on 7/9. Here it is: http://www.youtube.com/watch?v=zaK-RjiZedA The following message was written on June 24th. By next weekend, I'm going to pass the files off. Expect 3-4 weeks after that point to see the game out there. I'm still in talks about the LE version, but it's final...
by Sivak
Fri May 14, 2010 11:16 am
Forum: General Stuff
Topic: Not enough original homebrew games. Need more tools?
Replies: 33
Views: 9037

I think it's less of a lack of tools and more of a lack of will or time for people to do the work.

I get by with FCE Ultra, a text editor, YY-CHR, and Famitracker (for music previewing only).

But that's just my thought on the matter.
by Sivak
Tue Apr 27, 2010 6:03 pm
Forum: NESdev
Topic: Anyone think RPG's would be good to develop?
Replies: 52
Views: 15267

RPG is the one indie project that'd be cool to do, if done right.

The only problem is doing it right would be an immense amount of work.

If I was to ever get into SNESdev, RPG might be something interesting to look at nonetheless.
by Sivak
Wed Mar 10, 2010 1:16 pm
Forum: NESdev
Topic: Palette writes every frame - good idea?
Replies: 6
Views: 2499

Palette writes every frame - good idea?

This issue is one I've been pondering and wanted to get some feedback. In BK1 I do animate things with palettes, but it's mostly triggered. I was thinking of doing something a lot simpler and just update memory each frame and have it be written in. I might restrict it to a series of jump tables wher...
by Sivak
Tue Mar 09, 2010 7:08 pm
Forum: NESdev
Topic: Doing a better game engine - some thoughts on ice blocks
Replies: 32
Views: 9946

Doing a better game engine - some thoughts on ice blocks

Hey all. Well, I want to get back into it and do up a new game engine, but this time I want to have some more elements come into play. The main thing I'm wondering about is some acceleration and deceleration when it comes to moving across various terrains. What I want to have would be your typical s...
by Sivak
Sun Mar 07, 2010 4:04 pm
Forum: NESdev
Topic: Final release details for my game
Replies: 72
Views: 19351

Dwedit wrote:Beat the game... Man is my heart pounding and my body shaking with adrenaline.

Didn't manage to find Damage Amp though, but at least I had key #4.
So you liked it? 8)
by Sivak
Fri Mar 05, 2010 5:35 pm
Forum: NESdev
Topic: Doing a custom mapper - feasibility?
Replies: 16
Views: 5133

Well, if the mapper I proposed were doable, worked on hardware, and wasn't horribly expensive, and could get some support on an emulator then I'll gladly do it.
by Sivak
Fri Mar 05, 2010 1:27 pm
Forum: NESdev
Topic: Doing a custom mapper - feasibility?
Replies: 16
Views: 5133

Doing a custom mapper - feasibility?

Hey all. I was talking about this in the chat, but I wanted to bring this here for some input. I know very little about the actual production side of things. I have wondered about doing something that's kinda like MMC3, but not quite as "feature-rich". Basically, this is my outline: -Have ...
by Sivak
Thu Mar 04, 2010 9:09 am
Forum: NESdev
Topic: Final release details for my game
Replies: 72
Views: 19351

Are you planning on updating the game much (or at all)? I thought it'd be nice if the music was muted when you pause. Or at least decrease the volume a bit. When I was playing, my phone rang. I paused to make sure I actually heard it, but...the music kept going at full volume. Only if someone can f...
by Sivak
Tue Mar 02, 2010 10:38 am
Forum: NESdev
Topic: Final release details for my game
Replies: 72
Views: 19351

Well, at least you beat it!