Search found 186 matches

by MetalSlime
Tue Feb 10, 2009 5:33 pm
Forum: NES Music
Topic: Play NSF ingame
Replies: 57
Views: 31549

Re: Play NSF ingame

I'd be interested in seeing that sound driver! Here's the link (FTSoundDriver_RC3) This is the last update I did before I put that project on hold. There is a sample for CA65 and nesasm. It play some music and some simple sound fx. The sound fx part is not designed properly: it just for testing pur...
by MetalSlime
Tue Feb 10, 2009 5:33 pm
Forum: NES Music
Topic: Square Wave Notes
Replies: 37
Views: 20930

thanks guys! that's very easy to work with!
by MetalSlime
Tue Feb 10, 2009 2:04 am
Forum: NES Music
Topic: Square Wave Notes
Replies: 37
Views: 20930

Re: Square Wave Notes

I don't know if something like this has already been written, but I looked around and didn't find anything. So I made my own table that lists all the appropriate 11-bit to store into the sound registers for the Square Waves to get the desired note. I don't know if this is needed, but I thought I'd ...
by MetalSlime
Mon Feb 09, 2009 7:33 pm
Forum: NES Music
Topic: Play NSF ingame
Replies: 57
Views: 31549

Re: Play NSF ingame

I decided to post a new message since this one is specific to the original poster. Sorry for the 2 post in a row. I know this have been discussed a couple of times now, but I'm having real hard time including NSF files in my code. I'm using NESASM, and from what I've read, that might be the problem...
by MetalSlime
Sat Jan 31, 2009 5:15 am
Forum: NES Music
Topic: Contra's Music
Replies: 12
Views: 7347

Awesome read. Thanks a lot!
by MetalSlime
Fri Jan 30, 2009 1:30 am
Forum: NESdev
Topic: Loading 16x16 Metatiles
Replies: 12
Views: 5034

Even worse it BCC and BCS. I can never remember which one means Branch on Greater than or which means Branch on Less than. I think Tokumaru said once that it's easy to remember because if the carry has been cleared, M > A because the 1 has been borrowed or something, and I loosely remember that. so...
by MetalSlime
Thu Jan 29, 2009 5:56 am
Forum: Newbie Help Center
Topic: What mapper should I use for my game (if any?)
Replies: 5
Views: 2603

Cool. Thanks guys. It seems like CHR-ROM makes waay more sense for my needs. But Sivak mentioned that he chose UNROM and UOROM because they were cheap to put on carts. Do you know if Mapper 3 or MMC1 are cheap too?
by MetalSlime
Thu Jan 29, 2009 5:51 am
Forum: General Stuff
Topic: Its versus it's
Replies: 21
Views: 7314

It's funny how you understand the rules of English more in depth than I do :) . I mean, when you say all those things they make sense to me, but really no one ever explained those rules to me when I learned to speak English; people just talked around me and I mimicked them. I really wish I had the ...
by MetalSlime
Wed Jan 28, 2009 9:44 pm
Forum: Newbie Help Center
Topic: What mapper should I use for my game (if any?)
Replies: 5
Views: 2603

What mapper should I use for my game (if any?)

Hello, I'm designing a one-screen game and I'm trying to decide what mapper to use, if any. I don't think my game will need extra PRG-ROM at all, so really it comes down to CHR. My game isn't complex. It will have a title-screen with a picture and text, a main gameplay screen with a relatively stati...
by MetalSlime
Wed Jan 28, 2009 9:11 pm
Forum: NESdev
Topic: Video demos of my game
Replies: 95
Views: 36855

People probably just want to know what makes your game capable of doing what it does in terms of hardware. It's cool to see how someone's game works, too, and what mapper someone uses can reveal a lot of that information. Probably the most valuable piece of information in learning the mapper/specs ...
by MetalSlime
Wed Jan 28, 2009 5:20 am
Forum: NESdev
Topic: Video demos of my game
Replies: 95
Views: 36855

I'm also curious what mapper you are using.
by MetalSlime
Sun Jan 25, 2009 2:00 am
Forum: NESdev
Topic: Video demos of my game
Replies: 95
Views: 36855

Game looks amazing. Looks like a professional release to me. The art is great. I love the exploding effect and fadeout when you defeat the boss. Can't wait until the next demo!
by MetalSlime
Tue Jan 20, 2009 1:11 am
Forum: Newbie Help Center
Topic: Efficiency: reading joypad data into a byte of RAM
Replies: 13
Views: 6305

Awesome thread. I didn't know about the famicon thing, and was puzzled when I found them reading that other bit in some ROMs. Now I know.

And I love all of these sneaky tricks!
by MetalSlime
Wed Jan 14, 2009 3:09 pm
Forum: Newbie Help Center
Topic: Controller Input Subroutines: How many?
Replies: 33
Views: 10834

I don't think indirect jump is overly complicated, but what the other guy described seemed to be. Why do you want only one loop that does only indirect jumps for all your programm when you could have separate sections with separate loops that does normal jsr ? I really don't see the point. There is...
by MetalSlime
Wed Jan 14, 2009 4:35 am
Forum: Newbie Help Center
Topic: Controller Input Subroutines: How many?
Replies: 33
Views: 10834

What exactly do you mean by a program that "flows normally"? And how is using indirect jumping to allow you to execute different segments of code depending on the "gamestate" (Title screen mode, main gameplay, etc.) overly complicated? It's not so different from my NMI where I d...