Search found 952 matches

by qbradq
Tue Mar 22, 2011 4:47 am
Forum: NESdev
Topic: Nametable rom
Replies: 9
Views: 3771

That would require a metric butt-ton of ROM and a custom mapper, but that would be wicked-sweet :D

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.
by qbradq
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...
by qbradq
Mon Mar 21, 2011 5:23 am
Forum: Newbie Help Center
Topic: Getting Started(Updated:Jun. '10)
Replies: 21
Views: 91766

by qbradq
Sun Mar 20, 2011 5:08 pm
Forum: Newbie Help Center
Topic: Getting Started(Updated:Jun. '10)
Replies: 21
Views: 91766

You should add FamiTone in a libraries section as well as FCEUDSP and thefox's source-debug enhancements to Nintendulater. These things have been a huge help durring development, but I had to find them the hard way :)
by qbradq
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

$7 for SMB1? Sounds like an expensive store to me :) So maybe I am confused. I thought we were talking about the female end?
by qbradq
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

You know, I noticed on my Yobo NES knock-off that the connector did not fit 100% correct. I guess this answers the question :D
by qbradq
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...
by qbradq
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 ...
by qbradq
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...
by qbradq
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...
by qbradq
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...
by qbradq
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...
by qbradq
Wed Mar 09, 2011 7:24 am
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.
by qbradq
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...
by qbradq
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...