Search found 1106 matches

by GradualGames
Sat Dec 02, 2017 1:30 pm
Forum: NESdev
Topic: Adjusting animations between NTSC and PAL/Dendy...
Replies: 71
Views: 18901

Re: Adjusting animations between NTSC and PAL/Dendy...

This is the first I've learned of red and green being switched around on PAL. Can you elaborate? This is only for the rarely-used intensity bits of PPUMASK. It has nothing to do with the regular color palette. It just feels ultra professional to get as close as I possibly can to working close to th...
by GradualGames
Sat Dec 02, 2017 1:23 pm
Forum: NESdev
Topic: Adjusting animations between NTSC and PAL/Dendy...
Replies: 71
Views: 18901

Re: Adjusting animations between NTSC and PAL/Dendy...

Just run animations twice every 5 frames. Judder is inevitable whenever you need to deal with 50FPS vs 60FPS, so just take the easy way out. 300 fps would probably be the best attempt, but I doubt that you can cram five or six game logic runs into the time of one actual frame. Yeah, sorry, let me s...
by GradualGames
Sat Dec 02, 2017 1:17 pm
Forum: NESdev
Topic: Adjusting animations between NTSC and PAL/Dendy...
Replies: 71
Views: 18901

Re: Adjusting animations between NTSC and PAL/Dendy...

Just run animations twice every 5 frames. Judder is inevitable whenever you need to deal with 50FPS vs 60FPS, so just take the easy way out. And if you use the intensity bits for color overlay, you should also keep in mind that red and green are switched around on PAL. This is the first I've learne...
by GradualGames
Sat Dec 02, 2017 12:21 pm
Forum: NESdev
Topic: Adjusting animations between NTSC and PAL/Dendy...
Replies: 71
Views: 18901

Re: Adjusting animations between NTSC and PAL/Dendy...

Having tried the "repeat every 5th frame on NTSC", man does that look ugly. Other options that occur to me: * 300fps (300 = LCM(50,60)) and run 5 high-resolution ticks per NTSC refresh and 6 per PAL refresh * 10fps (GCF) or 12/12.5fps and run one low-resolution tick every 4/5/6 NTSC or PA...
by GradualGames
Sat Dec 02, 2017 12:11 pm
Forum: NESdev
Topic: Adjusting animations between NTSC and PAL/Dendy...
Replies: 71
Views: 18901

Re: Adjusting animations between NTSC and PAL/Dendy...

Just run animations twice every 5 frames. Judder is inevitable whenever you need to deal with 50FPS vs 60FPS, so just take the easy way out. Bleh, though. Sounds like on PAL/Dendy animations might suddenly jump to the next frame or if you've got other precise timings in place that match up state ma...
by GradualGames
Sat Dec 02, 2017 11:15 am
Forum: General Stuff
Topic: The latest Firefox, vs. Chrome...
Replies: 20
Views: 5157

Re: The latest Firefox, vs. Chrome...

If the new Firefox works well on your machine, I don't see any reason why you shouldn't switch to it, but it's not like this Chrome freezing issue is universal, since I've never experienced it. There must be an explanation for this issue on your machine, maybe a combination of extensions or somethi...
by GradualGames
Sat Dec 02, 2017 11:12 am
Forum: NESdev
Topic: Adjusting animations between NTSC and PAL/Dendy...
Replies: 71
Views: 18901

Adjusting animations between NTSC and PAL/Dendy...

I'm in the process of refactoring my new game to be adjusted for the currently detected TV system. My approach is to simply store a global value saying whether the clock speed is NTSC or PAL/Dendy. Then, velocities, accelerations, frame counter speeds, etc. are all retrieved from small lookup tables...
by GradualGames
Sat Dec 02, 2017 8:19 am
Forum: General Stuff
Topic: The latest Firefox, vs. Chrome...
Replies: 20
Views: 5157

The latest Firefox, vs. Chrome...

I'd been using Chrome for several years thinking it would forever be the best browser. Then within the last year or so, Chrome got into this state where it would sort of freeze up for 2 minutes, then finally be usable again. I got fed up and am now trying the latest Firefox, which advertised greater...
by GradualGames
Sat Dec 02, 2017 8:17 am
Forum: General Stuff
Topic: Anybody know a good gameboy modder?
Replies: 4
Views: 2011

Re: Anybody know a good gameboy modder?

I have an Advance SP if that's what you mean; I just thought it'd be fun to be able to play on the original game boys I had as a kid. Didn't know I'd wind up getting them ruined. :cry:
by GradualGames
Fri Dec 01, 2017 8:07 pm
Forum: General Stuff
Topic: Anybody know a good gameboy modder?
Replies: 4
Views: 2011

Anybody know a good gameboy modder?

I got my dmg gameboy modded with a blacklight by one person. They didn't do a very good job and didn't ask for payment. Sent it to a second person, they did a worse job and also didn't ask for payment. Part of the display is now broken. I also had sent them my gameboy pocket, and the display doesn't...
by GradualGames
Thu Nov 30, 2017 7:31 am
Forum: NESdev
Topic: what software are you using? late 2017 edition
Replies: 34
Views: 12021

Re: what software are you using? late 2017 edition

Notepad++, git, ca65, python (with PyQT ), a bunch of tools I wrote using that python/PyQt combo, and FamiTracker. My artist uses Photoshop, and I use Paint.NET to rearrange things when they need to be. I sometimes try to convince her to use Paint.NET as well because Photoshop is kinda overkill, but...
by GradualGames
Thu Nov 30, 2017 7:05 am
Forum: NESdev
Topic: c style macros used with || in a ca65 macro...
Replies: 6
Views: 2214

Re: c style macros used with || in a ca65 macro...

Now this is weird... I just tried this exact code and it works just fine: .define starts_with(string, prefix) .xmatch(.sprintf(.sprintf("%%.%ds", .strlen(prefix)), string), prefix) .macro Test arg entity_prefix .set starts_with .string(arg), "entity_" lut_prefix .set starts_with...
by GradualGames
Wed Nov 29, 2017 9:01 pm
Forum: NESdev
Topic: c style macros used with || in a ca65 macro...
Replies: 6
Views: 2214

Re: c style macros used with || in a ca65 macro...

Can we have the definition of starts_with ? I believe that the reason you can't use the macros directly in the IF statement is because ca65 doesn't know when the last parameter of a c-style macro ends. In that case, delimiting the last parameter with {} should work. Something like this: .if macro0 ...
by GradualGames
Wed Nov 29, 2017 8:33 pm
Forum: NESdev
Topic: c style macros used with || in a ca65 macro...
Replies: 6
Views: 2214

c style macros used with || in a ca65 macro...

I have a macro which detects a prefix at the beginning of a symbol. These prefixes indicate a 16 bit value, arranged as structures of arrays, to direct how the macro generates code. I simply want to detect one prefix OR the other prefix. When I try to put the two below invocations of a c-style macro...
by GradualGames
Sun Nov 26, 2017 3:42 pm
Forum: NES Music
Topic: GGSound: a lightweight sound engine for games
Replies: 94
Views: 62942

Re: GGSound: a lightweight sound engine for games

Just added Dendy support to GGSound.