Maybe if you developed a mapper that could swap nametable ROM at a very fine scale, say 32 bytes each, you could do some sort of duplicate line compression.
Search found 952 matches
- Tue Mar 22, 2011 4:47 am
- Forum: NESdev
- Topic: Nametable rom
- Replies: 9
- Views: 3771
- Mon Mar 21, 2011 2:14 pm
- Forum: NESdev
- Topic: Nametable rom
- Replies: 9
- Views: 3771
I thought I read somewhere that some commercial games actually did this. Maybe Afterburner 2? It makes a lot of sense for this game. The primary display is of a horizon which changes angles depending on the roll of the jet. This is the only way of rapidly swapping name tables that need to change eve...
- Mon Mar 21, 2011 5:23 am
- Forum: Newbie Help Center
- Topic: Getting Started(Updated:Jun. '10)
- Replies: 21
- Views: 91766
- Sun Mar 20, 2011 5:08 pm
- Forum: Newbie Help Center
- Topic: Getting Started(Updated:Jun. '10)
- Replies: 21
- Views: 91766
- Sun Mar 20, 2011 7:28 am
- Forum: NES Hardware and Flash Equipment
- Topic: Source for 72 pin Nes connectors for a top loader?
- Replies: 25
- Views: 15602
- Fri Mar 18, 2011 5:32 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Source for 72 pin Nes connectors for a top loader?
- Replies: 25
- Views: 15602
- Thu Mar 17, 2011 7:42 am
- Forum: NES Hardware and Flash Equipment
- Topic: Help with MMC1 Dev Cart
- Replies: 5
- Views: 3164
Yay! I get to order my toys today! :D I figured I'd give an updated parts list as it has changed some. Once I validate everything is working I'll post a very n00b-friendly DIY guide. Supplier: RetroZone Part: ReproPak MMC1 ($9.00) Part: Ciclone IC ($4.00) Part: Translucent Blue Case ($4.00) Supplier...
- Mon Mar 14, 2011 7:04 pm
- Forum: NESdev
- Topic: NDX (Nintendulator Debug Extensions)
- Replies: 104
- Views: 51494
Cool man, thanks for the quick turn-around. I really appreciate it! Thank you again for all of your hard work on this. I am sure it will save me a bunch of time in development. I'd also like to let you know this was the only thing that convinced me to learn ca65 and ld65. Now that I have I wouldn't ...
- Mon Mar 14, 2011 4:36 pm
- Forum: NESdev
- Topic: NDX (Nintendulator Debug Extensions)
- Replies: 104
- Views: 51494
Ok, so here's a head scratcher. When I start the program, then use the Open menu to open the ROM it works fine. However, if I start the program with the ROM file as the first command line argument the issue does appear. I can work around this but it kinda throws my dev cycle off. I have a build scri...
- Mon Mar 14, 2011 2:28 pm
- Forum: NESdev
- Topic: NDX (Nintendulator Debug Extensions)
- Replies: 104
- Views: 51494
There are no other details as there are no debugging symbols in the executable. The stack trace is just a bunch of hex offsets :D One suspicion I had was that I had unused segments defined in the object file. I corrected that but it made no difference. You may download a zip file with the .nes, .nes...
- Mon Mar 14, 2011 12:14 pm
- Forum: NESdev
- Topic: NDX (Nintendulator Debug Extensions)
- Replies: 104
- Views: 51494
When I set all of this up, run the ROM and step the debugger the application throws a std::length_error exception. Is this because I am using a CC65 snapshot from 02/27/2011? I saw on page 3 of this thread that as of 02/04/2011 the CC65 snapshot did not work with this patch, but there was no mention...
- Wed Mar 09, 2011 8:19 pm
- Forum: Homebrew Projects
- Topic: ShootNES: Early Alpha Release of GPL'ed Space Shooter
- Replies: 7
- Views: 8875
Not yet :D I am working on the sound engine next, then I will tackle enemy waves and level progression. Why does everybody insist on making their own sound engine. :) Good luck with the project. Is there a good sound engine available under the GPL / AGPL that I could include in this game? I am cert...
- Wed Mar 09, 2011 7:24 am
- Forum: Homebrew Projects
- Topic: ShootNES: Early Alpha Release of GPL'ed Space Shooter
- Replies: 7
- Views: 8875
- Tue Mar 08, 2011 1:46 pm
- Forum: Homebrew Projects
- Topic: ShootNES: Early Alpha Release of GPL'ed Space Shooter
- Replies: 7
- Views: 8875
ShootNES: Early Alpha Release of GPL'ed Space Shooter
Hello all! I am proud to show you all my first alpha release of ShootNES, a space shooter released under the GNU GPL V3. It's written in Ophis (the latest version of P65) and ain't what you would call clean. I welcome any comments and advice. The project page for this game is on my Google Sites page...
- Tue Mar 08, 2011 6:39 am
- Forum: NESdev
- Topic: Handy collision detection
- Replies: 23
- Views: 7907
As for multiplexing collision detection I get some issues with diagonal movement of bullets. This can sometimes cause a false miss. I kinda like it though, it's sort of like grazing in modern SHMUPS. Another way not to miss collisions is to extend a projectile's hitbox backward by how far it has tra...