Search found 1161 matches

by Shiru
Mon Jan 24, 2011 12:00 pm
Forum: Homebrew Projects
Topic: [Work in Progress] Clarine
Replies: 29
Views: 16910

cartlemmy wrote:Sorry for the slightly off-topic question, but why do so many people post their projects in a 7zip format?
I guess, it is because 7zip is better, free, and the format also supported by other popular modern compression tools (WinZip, WinRar).
by Shiru
Sat Jan 22, 2011 2:09 am
Forum: NES Music
Topic: Real time audio effects on NES channels
Replies: 10
Views: 6553

Real time means the utility should play NSF file in real time, converting it to MIDI stream on fly, without creating a MIDI file. Offline means the utility take a file and creates another file - all the nsf2midi and other ulilites of this kind works this way.
by Shiru
Sat Jan 22, 2011 12:02 am
Forum: NES Music
Topic: Real time audio effects on NES channels
Replies: 10
Views: 6553

Topic starter needs real time, all the NSF to MIDI converters are offline.
by Shiru
Fri Jan 21, 2011 5:56 am
Forum: NES Music
Topic: Real time audio effects on NES channels
Replies: 10
Views: 6553

There are two separate outputs on the chip - one for two pulse channels and another for triangle/noise/DMC, that's why the stereo mod is possible. It is all you can do with real NES.
by Shiru
Tue Jan 18, 2011 2:22 am
Forum: NES Graphics
Topic: NES Screen Tool
Replies: 293
Views: 215239

NES Screen Tool v1.31 . Some minor fixes and new features: - You can switch color codes in CHR data and in the palettes - You can add an offset to range of tiles - Del key to delete selection - Shift+C for Nametable/Put selected block to clipboard - H and V (flip tile) works in main window too - Yo...
by Shiru
Wed Jan 05, 2011 4:32 pm
Forum: Homebrew Projects
Topic: nes15 - Yet Another Puzzle Game
Replies: 14
Views: 15461

Nice little game with good presentation. However, I think, the control method is overcomplicated and this hurts to the gameplay. You don't need a cursor - there is always only one tile for one direction on the field, so it is enough to just move a tile when a direction pressed. Much faster and optim...
by Shiru
Tue Jan 04, 2011 3:57 am
Forum: NES Graphics
Topic: NES Screen Tool
Replies: 293
Views: 215239

Minor fixes, the file is updated.
by Shiru
Mon Jan 03, 2011 5:59 am
Forum: NES Graphics
Topic: NES Screen Tool
Replies: 293
Views: 215239

I've updated the tool to v1.3. Download link is the same. New features are most of suggested earlier plus few bugfixes. Some of these are: - V and Ctrl+V in the CHR editor were conflicting - Load CHRs of any size of multiple of 16 (below 4K, of course) - Palettes reorganized and has text hint for co...
by Shiru
Sat Jan 01, 2011 10:49 am
Forum: Homebrew Projects
Topic: New Year 2011 intro
Replies: 2
Views: 5177

New Year 2011 intro

Here is a small New Year intro I've made with Gibson. NTSC only, wasn't tested on the real hardware yet.

It is on Pouet as well.
by Shiru
Tue Dec 28, 2010 4:11 am
Forum: NES Music
Topic: FamiTone - audio library (release)
Replies: 82
Views: 60971

I actually liked tepples's idea about a tool that would automatically create a source for few assemblers from a single master source. I'm thinking about something like this, but that would require to learn details about some popular assemblers first (voting shows that there are three the most popula...
by Shiru
Mon Dec 27, 2010 10:36 pm
Forum: NES Music
Topic: FamiTone - audio library (release)
Replies: 82
Views: 60971

FamiTone - audio library (release)

FamiTone is an open source audio library for NES/Famicom. It is designed to provide easy way of adding music and sound effects into homebrew games and demos for NES/Famicom. It is not meant to be the best, the fastest, or the most powerful thing, it is pretty simple but it does the job. The library ...
by Shiru
Fri Dec 24, 2010 12:36 pm
Forum: NES Music
Topic: FamiTone - music player (WIP)
Replies: 14
Views: 12517

I just read on this forum that NESASM actually does not use zero page access by default, so all the operations with zero page variables except indirect indexed access were slower than they should. I've changed that in my WIP (not uploaded), it gains ~200 cycles for peak time of DPCM test.
by Shiru
Fri Dec 24, 2010 9:54 am
Forum: NES Music
Topic: FamiTone - music player (WIP)
Replies: 14
Views: 12517

Ok, first major update. However, it is not sound effects - Gradualore added DPCM support in the plugin interface, so I've supported it too to test the support. That means there is DPCM channel now, with some limitations, but I don't think they are very limiting. Read 'formats.txt' for details. I've ...
by Shiru
Fri Dec 24, 2010 8:30 am
Forum: NESdev
Topic: Text adventure on NES ?
Replies: 14
Views: 7699

Another format of text adventure I recall a few SNES games using is like that of those old "Choose Your own Adventure" books; When faced with an important decision, a list of possible choices is presented and the player selects one. This avoids the need for things like text input with key...
by Shiru
Thu Dec 23, 2010 5:42 pm
Forum: NESdev
Topic: Text adventure on NES ?
Replies: 14
Views: 7699

Actually, a simple flick-screen platformer with few moving objects per location (like 5) should be doable with C on NES. Main problem would be memory, not speed. At least it was made for C16 and Plus/4, a simple homebrew platformer Uwol by MojonTwins was ported there , originally it was written in C...