Search found 186 matches

by MetalSlime
Sun Feb 28, 2010 6:07 am
Forum: NESdev
Topic: Help with noob problems in my noob code?
Replies: 55
Views: 18848

Also, your game logic can prepare data for different types of updates gradually, so that the NMI can use whatever is ready when it fires Which means you have to learn how to use semaphores so that your VRAM update logic never sees any half-finished buffers. I just realized that my drawing buffer co...
by MetalSlime
Sat Feb 27, 2010 6:32 am
Forum: NESdev
Topic: Final release details for my game
Replies: 72
Views: 19350

I can't wait to play this game! I've been waiting forever. I wish I had it in my hands right now.

I haven't ordered it yet because I want to bundle it with a PowerPak and my current Paypal balance is a tad short of covering the cost of both. Hope to get that fixed soon.
by MetalSlime
Sat Feb 27, 2010 2:41 am
Forum: NESdev
Topic: Help with noob problems in my noob code?
Replies: 55
Views: 18848

PPS- Oh yeah, I also forgot to mention that I've noticed that annoying grey tile in the upper left-hand corner. For the life of me I can't figure out why the hell that thing is there. I know it's something I did, but I've just been kicking it down the road in regards to fixing it. I haven't had a c...
by MetalSlime
Fri Feb 26, 2010 8:35 pm
Forum: NESdev
Topic: Help with noob problems in my noob code?
Replies: 55
Views: 18848

Could you attach your .asm source file? If the collision detection alone is over 16KB it will be very hard for us to catch anything wrong. Could be, but it might be less code than you expect. He said his .asm file was 16k, which includes comments. I think I recognize his name from the nintendoage f...
by MetalSlime
Fri Feb 26, 2010 6:04 pm
Forum: NESdev
Topic: Help with noob problems in my noob code?
Replies: 55
Views: 18848

If it's running in FCEUX then it sounds like NESASM3 is producing a .nes file that will load and run. If I understand you correctly, you said that Nestopia and Nintendulator can load the .nes file too but that the collision detection is buggy? It sounds like it's a bug in your program logic rather t...
by MetalSlime
Fri Feb 26, 2010 2:01 am
Forum: nesdevWiki
Topic: Should we add a snes section to the wiki?
Replies: 23
Views: 17883

I like this idea the best:

wiki.nesdev.com/nes
wiki.nesdev.com/snes
wiki.nesdev.com/gb

1) It's easy.
2) It's obvious what goes where.
3) One user account works for all of them.
by MetalSlime
Thu Feb 25, 2010 12:16 am
Forum: NESdev
Topic: Sound test idea for future games
Replies: 14
Views: 4329

Can you read straight from the APU ports like that? Even if you can't, your sound engine very likely stores all values to be written to the APU in temporary ports in RAM, and you could do the same thing with those. You isolate the Volume and Duty correctly. With the Triangle, you'd AND with #%011111...
by MetalSlime
Sat Feb 20, 2010 9:33 am
Forum: General Stuff
Topic: Reverse Engineering Blues
Replies: 2
Views: 1468

Re: Reverse Engineering Blues

I've never seriously looked at a raw disassembly before and thought it would be neat to hack Balloon Kid. It should've been easy to find a few things, like the joypad reading code. Just follow the byte with the joypad state and you'll find the player moving code, right? Nope. The joypad state is co...
by MetalSlime
Tue Feb 09, 2010 9:01 am
Forum: General Stuff
Topic: your development environment
Replies: 27
Views: 8338

design: the backs of stray pieces of paper that appear on my desk at work, a little notebook, graph paper, notepad++ code: Notepad++, with my own 6502 highlighting. TortoiseSVN for backup and version control. If I have time and an idea but no computer around, I write and debug code/data on paper. as...
by MetalSlime
Mon Feb 08, 2010 8:46 am
Forum: NESdev
Topic: ca65 scopes and macros
Replies: 33
Views: 15792

Resurrecting this thread because I have a question. I'm going through all my code trying to scope everything and I found this thread, which is great btw. I'm not familiar with using .h files. I was just wondering what you guys stick inside them. Right now my .h files consist of only .import and .exp...
by MetalSlime
Wed Jan 27, 2010 7:59 am
Forum: NESdev
Topic: homebrew Tetris with source
Replies: 4
Views: 2346

homebrew Tetris with source

Found this Famicom homebrew of Tetris on 2ch today. Source is included (looks like nesasm). http://ppup.dip.jp/uploader/download/1262274542.zip Download instructions: Find the red text and the "Download" button. Type "fami2" in the input box, check the checkbox and click the Down...
by MetalSlime
Fri Jan 22, 2010 9:31 am
Forum: Homebrew Projects
Topic: Video of Concentration Room
Replies: 53
Views: 62883

Hilarious story for Concentration Room. :)

And nobody is going to be offended by the title PRESIDENT.
by MetalSlime
Tue Jan 19, 2010 3:09 am
Forum: Homebrew Projects
Topic: MM9 famicom project: status
Replies: 48
Views: 35793

That's a really cool trick tokumaru. I never would have thought to use one nametable to scroll and then flip the scroll to an aligned copy.
by MetalSlime
Fri Jan 15, 2010 7:01 am
Forum: NESdev
Topic: My game is in production now
Replies: 17
Views: 6655

Yeah, congrats! I'm going to have to buy a new NES just so I can play it.
by MetalSlime
Mon Dec 21, 2009 8:28 am
Forum: NESdev
Topic: Tile encoder/decoder
Replies: 83
Views: 75023

This is great! I'm going to take a look at it in more detail at work tomorrow. Thanks for uploading this. I've been intrigued ever since you wrote that post a few months ago where you reverse engineered the Codemasters algorithm.