Search found 99 matches
- Sat Oct 25, 2008 7:18 pm
- Forum: NESdev
- Topic: Title screen name table compression
- Replies: 28
- Views: 11341
Thanks for all the helpful insights, everyone! I've now got the name table data down to 124 bytes, a whopping 87.08% compression! @Roth: We should trademark that. It's all about Hella Compression™. @Celius: Your idea of decomposing the title screen into rectangular regions worked beautifully! @teppl...
- Sat Oct 25, 2008 4:00 am
- Forum: NESdev
- Topic: Title screen name table compression
- Replies: 28
- Views: 11341
Okay, here's what I've got so far: There are 4 encoding modes, which are determined by bits 7-6. They are described below. Immediate Mode: %00xxxxxx; x = tile index This mode is used for sequences of tiles whose indices are random but lie in the range [0, 63]. This allows storage of multiple literal...
- Fri Oct 24, 2008 6:42 pm
- Forum: NESdev
- Topic: Title screen name table compression
- Replies: 28
- Views: 11341
- Fri Oct 24, 2008 5:31 pm
- Forum: NESdev
- Topic: Mini Game Compo Submission - !Clik!
- Replies: 6
- Views: 5748
hehe Thanks SSD : ) There's a point where it actually maxes out the score, and you were pretty close! There it is...got the double exclamation points!! Man, seeing these homebrew projects makes me wish I could put my own project together more quickly. But I'm going for commercial quality (whether t...
- Fri Oct 24, 2008 4:18 pm
- Forum: NESdev
- Topic: Mini Game Compo Submission - !Clik!
- Replies: 6
- Views: 5748
- Fri Oct 24, 2008 3:02 pm
- Forum: NESdev
- Topic: Title screen name table compression
- Replies: 28
- Views: 11341
Title screen name table compression
Right now the name table for my game's title screen is uncompressed (960 bytes), and I'm looking for a good algorithm to reduce its size. The title is drawn at a perspective, kind of like the Mega Man games. I mention this to give you guys a sense of how much tile repetition occurs (not a whole lot)...
- Fri Oct 24, 2008 2:20 pm
- Forum: Newbie Help Center
- Topic: May I have some leads?
- Replies: 7
- Views: 3176
Welcome, When I first got started, the first thing I did was read every document I could find on this website. There's so much information here; it's truly amazing. I'd like it if you assume I do not know anything. Could you give us a sense of what you do know? For example, do you know how to progra...
- Thu Oct 23, 2008 3:50 am
- Forum: NES Music
- Topic: Generating different instruments on the APU
- Replies: 10
- Views: 6472
Thanks for your help, gents! @Dwedit: Wow, FamiTracker is insane...ly cool, that is. It'll take some time to get my bearings with that bad boy. @Roth: That sndtest tool is awesome! Previously, I had been setting random bits in the sound registers and rebuilding the ROM to get a sense of how each par...
- Wed Oct 22, 2008 4:45 pm
- Forum: NES Music
- Topic: Generating different instruments on the APU
- Replies: 10
- Views: 6472
Generating different instruments on the APU
Greetings everyone, I'm currently writing the sound engine for my NES game, and was wondering how to implement different instruments. I'm no musician, but I have a decent (not expert) understanding of the physics of sound. A friend of mine is composing MIDI files on his Mac, which I then convert to ...