Search found 952 matches

by qbradq
Sat Apr 02, 2011 10:48 am
Forum: NESdev
Topic: A* path finding algorithm for enemy AI
Replies: 11
Views: 5960

I have experience implementing games on other platforms (mostly rogue likes) and in my experience A* pathfinding is rarely needed for a game. Think about how often you will actually need pathing to overcome your level design, then think about how it will impact the game if the enemy gets stuck. Most...
by qbradq
Fri Apr 01, 2011 5:21 pm
Forum: NES Hardware and Flash Equipment
Topic: Bad Music on Yobo FamiClone, Fixable? How to Work Around?
Replies: 8
Views: 3822

The clones are much cheaper and much more readily available in my area than the real hardware. Plus wouldn't support for the clones be a requirement of modern homebrew development?

Does anyone have details or can give a more detailed explanation of this "swapped duty cycles" thing?
by qbradq
Fri Apr 01, 2011 1:23 pm
Forum: NES Hardware and Flash Equipment
Topic: Bad Music on Yobo FamiClone, Fixable? How to Work Around?
Replies: 8
Views: 3822

Bad Music on Yobo FamiClone, Fixable? How to Work Around?

I have noticed that my Yobo FamilClone (part number OT-8008). I have noticed that on some games the music goes a little askew every now and then. For instance, Teenage Mutant Ninja Turtles. But two days ago I picked up a copy of Crystalis from a local reseller, and it sounds like absolute dirt. Abou...
by qbradq
Fri Apr 01, 2011 11:46 am
Forum: NESemdev
Topic: New NES emulator!
Replies: 51
Views: 15742

Holy cow! It's like that episode of Star Trek: TNG where the holographic Professor Moriarty steps off the holodeck and becomes real, only he didn't really become real but really tricked Captain Picard and Will Riker into thinking he really became real when in reallity they were really all still on t...
by qbradq
Fri Apr 01, 2011 11:27 am
Forum: NESemdev
Topic: New NES emulator!
Replies: 51
Views: 15742

Well if it's being re-written in QBasic you could run it in interpreted mode inside FreeDOS running on a VirtualBox instance inside Open Solaris running on top of a Xen hyperviser.
by qbradq
Fri Apr 01, 2011 10:41 am
Forum: NESemdev
Topic: New NES emulator!
Replies: 51
Views: 15742

:shock:


This whole thread is a joke, right?
by qbradq
Fri Apr 01, 2011 6:34 am
Forum: Homebrew Projects
Topic: I Want To Do Music For An NES Game
Replies: 25
Views: 14953

Wow, VRC6 eh? I don't suppose you'll be releasing this on a cart, or do you have a plan for that?
by qbradq
Fri Apr 01, 2011 5:29 am
Forum: Newbie Help Center
Topic: problem with scope search in cc 65
Replies: 1
Views: 1315

Unfortunately this is a restriction of the ca65 scope functionality. Scopes may only be referenced after they are declared, and a scope can only be declared once (so you can't forward-declare the scopes). This is the #1 thing I wish could be fixed in ca65. In fact it's the only thing I can think of ...
by qbradq
Fri Apr 01, 2011 5:23 am
Forum: Newbie Help Center
Topic: How do I access data like this with pointers?
Replies: 8
Views: 2906

EDIT: I figured out a better way as well! I see what you mean by the lo/hi byte. without the ASL it's backwards! So I tried this too: Code: LDA #$01 TAY LDA tilesetbanks+1,y STA tileset_ptr LDA tilesetbanks,y STA tileset_ptr+1 and it now works just the same without the ASL Danger Will Robinson! Tha...
by qbradq
Thu Mar 31, 2011 6:11 pm
Forum: Newbie Help Center
Topic: 8x16 and whatever else unreg wants to know
Replies: 1570
Views: 520730

Yea, what Tepples said :D

I have added a wiki document about using pointer tables. I wrote it prior to seeing Tepples's reply so it uses different code, but there is more explanation.

Dang Tepples, you code quick :D
by qbradq
Thu Mar 31, 2011 11:50 am
Forum: General Stuff
Topic: Do NTSC illegal colors really exist?
Replies: 6
Views: 3573

Am I the only one that's still reading this thread even though it's way over my head?

Anyhow, point taken. I've changed all the $0D's in my pallet data to $0F. Thanks!
by qbradq
Thu Mar 31, 2011 11:47 am
Forum: Newbie Help Center
Topic: 8x16 and whatever else unreg wants to know
Replies: 1570
Views: 520730

Nope. That's how most games (homebrew and commercial alike) do it. Also, you do not usually allocate slots within the OAM page to specific objects. Rather you loop over all of your objects each frame and lay down thier OAM data in the OAM page. That way when you need to start cycling your sprites (a...
by qbradq
Thu Mar 31, 2011 11:44 am
Forum: Homebrew Projects
Topic: I Want To Do Music For An NES Game
Replies: 25
Views: 14953

Very good points Tepples. I wouldn't want my employer to know how many times I post on this forum during the work day :D
by qbradq
Thu Mar 31, 2011 5:35 am
Forum: General Stuff
Topic: MGC 2011 Nesdev homebrew exhibit
Replies: 31
Views: 10952

I figure it's a little better than just having a giant neckbeard, one seems like it'd be less detrimental to job interviews than the other, even if it's for a dorky techy programming job. :S I thought a neckbeard was a requirement for programming positions. I had to grow mine out a bit before I sta...
by qbradq
Thu Mar 31, 2011 5:32 am
Forum: Homebrew Projects
Topic: I Want To Do Music For An NES Game
Replies: 25
Views: 14953

How about we respect his wishes and not try to freak him out. Yesh...