I just looked. Nope. Oh well. It doesn't break the game.Dwedit wrote:Found a minor bug in Version Proto. Hold B after the intro, and a shot fires from an invisible player as the ship descends. Was this fixed in the final version?
Search found 315 matches
- Thu Feb 25, 2010 8:28 pm
- Forum: NESdev
- Topic: Final release details for my game
- Replies: 72
- Views: 19351
- Thu Feb 25, 2010 4:00 pm
- Forum: NESdev
- Topic: Final release details for my game
- Replies: 72
- Views: 19351
Are all the first 100 copies prototype versions? No. I don't know the count, but it seems like it'll be less than 50, maybe less than 30. I'd recommend doing the swap for the proper, finished version. I'm going to probably make a video announcement for some of the potential buyers I know on youtube.
- Thu Feb 25, 2010 10:26 am
- Forum: NESdev
- Topic: Final release details for my game
- Replies: 72
- Views: 19351
- Thu Feb 25, 2010 10:11 am
- Forum: NESdev
- Topic: Sound test idea for future games
- Replies: 14
- Views: 4329
I see. I guess using the RAM values makes perfect sense. I just thought I could read straight from the sound regs to simplify things. I'll definitely try some stuff with this in the future. :) Out of curiosity, was it tough to get the actual notes to appear? Did you need a bunch of lookup tables in ...
- Thu Feb 25, 2010 12:03 am
- Forum: NESdev
- Topic: Sound test idea for future games
- Replies: 14
- Views: 4329
Sound test idea for future games
Hey. I was thinking of maybe doing one of those things that I saw in that NSF SNES rom where it displays volume and duty cycle info... Also notes, but I don't think I'd bother with that. Would it just be a simple matter of doing something like this? LDA $4000 AND #%00001111 'View volume ;Act accordi...
- Tue Feb 23, 2010 10:39 pm
- Forum: NESdev
- Topic: Final release details for my game
- Replies: 72
- Views: 19351
- Tue Feb 23, 2010 6:52 pm
- Forum: NESdev
- Topic: Final release details for my game
- Replies: 72
- Views: 19351
- Mon Feb 22, 2010 9:09 pm
- Forum: NESdev
- Topic: Final release details for my game
- Replies: 72
- Views: 19351
- Mon Feb 22, 2010 11:17 am
- Forum: NESdev
- Topic: Final release details for my game
- Replies: 72
- Views: 19351
- Sat Feb 20, 2010 11:19 pm
- Forum: NESdev
- Topic: Final release details for my game
- Replies: 72
- Views: 19351
Final release details for my game
Hey all. It's finally the time! I made a video that explains it in detail: http://www.youtube.com/watch?v=IsnZ8kftm_U But in a nutshell: -February 22nd is the day -$27 for the first 100 carts -$30 for all subsequent -$3 off on my first two carts It's great that this has nearly come to an end. 8)
- Fri Jan 29, 2010 11:59 am
- Forum: NESdev
- Topic: My game is in production now
- Replies: 17
- Views: 6656
- Wed Jan 27, 2010 8:34 pm
- Forum: NESdev
- Topic: convoluted rts trick macro...need better approach
- Replies: 12
- Views: 4509
Interesting on the first part. But for the last part, you'd need to read from a table that has something like: TableOfPlaces: .dw DesiredAddressA - 1, DesiredAddressB - 1 LDY navigator LDA TableOfPlaces + 1, Y PHA LDA TableOfPlaces, Y PHA RTS That's how I did it, anyway. I think the indirect jump me...
- Fri Jan 22, 2010 10:55 am
- Forum: NESdev
- Topic: My game is in production now
- Replies: 17
- Views: 6656
Eh.... Nobody else should be selling anything, unless they get supplies from retrozone...Banshaku wrote:By accident I found today a japanese website that as a link for selling your game here. It seems japanese gamers knows about it then
I guess if that's the case, I don't care.
- Tue Jan 19, 2010 8:25 pm
- Forum: Homebrew Projects
- Topic: Project: Chip's Challenge for NES
- Replies: 56
- Views: 43670
- Fri Jan 15, 2010 10:55 am
- Forum: NESdev
- Topic: My game is in production now
- Replies: 17
- Views: 6656