Search found 1161 matches

by Shiru
Thu Aug 01, 2013 4:42 pm
Forum: SNESdev
Topic: SNES C compiler, without all the work
Replies: 6
Views: 5261

Re: SNES C compiler, without all the work

$40 is cheap. The question is how it compares to existing free tools (tcc-816, snesc), code efficiency-wise. I somehow think it is not very effective, maybe about the same, just because it is old.
by Shiru
Mon Jul 29, 2013 8:42 pm
Forum: Homebrew Projects
Topic: Music Composer Available
Replies: 2
Views: 2586

Re: Music Composer Available

As you offering music composing services for NES games, it would be nice to see examples of your work for NES itself, rather than arbitrary music pieces written without serious restrictions that the NES sound hardware have.
by Shiru
Mon Jul 29, 2013 6:39 pm
Forum: NESdev
Topic: .ASM into .NES assistance
Replies: 93
Views: 22544

Re: .ASM into .NES assistance

No tech docs on computer systems such as game consoles, or their components such as CPUs, teaches how to make games. These docs only explain what the hardware could do, everything else is up to programmers. In fact, I don't think there ever was any text on how to make SNES games specifically. Not th...
by Shiru
Sat Jul 27, 2013 7:34 am
Forum: NES Music
Topic: Resources to learn mml/ppmck
Replies: 17
Views: 7540

Re: Resources to learn mml/ppmck

Most used envelope waveforms on AY when the envelope used as a melodic instrument are C (for sharp bass) and E (for soft bass). By some reason 9 and A, which are the same thing but inverted, used less often, I guess it is just a tradition.
by Shiru
Sat Jul 27, 2013 5:23 am
Forum: NES Music
Topic: My music engine
Replies: 5
Views: 7103

Re: My music engine

Considering that Famitracker now has standartized text export, I guess it could be possible to make a converter for this format? As we have quite many sound/music engines now, I think it would be useful to have a Wiki page that lists them all, along with their capabilities, assembler formats, licens...
by Shiru
Mon Jul 22, 2013 11:09 am
Forum: Newbie Help Center
Topic: How Did They Do Music/GFX In The Old Days???
Replies: 6
Views: 2193

Re: How Did They Do Music/GFX In The Old Days???

I did that when I was just started to learn programming and game development, it was around 1994. I used ZX Spectrum, and as I didn't have any graphics software, I created graphics on paper sheets. As I know, in pro development paper sheets were used till ~1985 for production graphics, and later the...
by Shiru
Mon Jul 22, 2013 10:54 am
Forum: Newbie Help Center
Topic: How Did They Do Music/GFX In The Old Days???
Replies: 6
Views: 2193

Re: How Did They Do Music/GFX In The Old Days???

People like to use MML because it is a well established standart, in use for like 30 years, and there are many compilers around. I don't think a new music language will get a real use, because there aren't too many MML users around these days. Speaking of making graphics on paper sheets, I did that ...
by Shiru
Mon Jul 22, 2013 9:55 am
Forum: Newbie Help Center
Topic: How Did They Do Music/GFX In The Old Days???
Replies: 6
Views: 2193

Re: How Did They Do Music/GFX In The Old Days???

Japanese composers seem to not like trackers concept, mostly used MML, and something MIDI-like later (PS1 era).

As for graphics, in the early days everyone used paper sheets and manual convertion into data, then computers and converters were utilized to make the process easier and faster.
by Shiru
Sun Jul 21, 2013 7:24 pm
Forum: NESdev
Topic: Being a Noob at NES Games from Scratch...
Replies: 14
Views: 4956

Re: Being a Noob at NES Games from Scratch...

Tools that I use all the time: HxD as a good hex editor, Notepad++ as a code editor, Graphics Gale and GIMP as general purpose graphics editors, NES Screen Tool as a NES graphics editor.

There are no special tools to create a blank NES ROM, as it is not something that has any practical use.
by Shiru
Sun Jul 21, 2013 6:17 pm
Forum: NESdev
Topic: Being a Noob at NES Games from Scratch...
Replies: 14
Views: 4956

Re: Being a Noob at NES Games from Scratch...

It should be noted that making games isn't easy in general, and making NES games is even less easy. Even if you are a good programmer with experience of making games for modern platforms, moving to the NES could be hard because of the system's limitations. So if you want to make NES games, having a ...
by Shiru
Sat Jul 20, 2013 12:32 pm
Forum: Newbie Help Center
Topic: New in Nes development
Replies: 29
Views: 6290

Re: New in Nes development

Actually it seems that linker configuration file has been changed, at least I had to do few changes to compile the same project with the old stable version and a snapshot build.
by Shiru
Sat Jul 20, 2013 10:01 am
Forum: Newbie Help Center
Topic: New in Nes development
Replies: 29
Views: 6290

Re: New in Nes development

The problem is that the compiler was in active development (not sure about now) with some ongoing changes that affected some things in the code, like changed pragma names. I used latest stable release version at the moment when I wrote my code, thefox used a build from latest snapshot at the moment ...
by Shiru
Sat Jul 20, 2013 8:17 am
Forum: General Stuff
Topic: A=440 vs. A=432 and Others
Replies: 8
Views: 4995

Re: A=440 vs. A=432 and Others

If you want looped tone samples, you can't transpose them all around because of the requirement for the loop section length to be a multiply of 16.
by Shiru
Sat Jul 20, 2013 6:10 am
Forum: Newbie Help Center
Topic: New in Nes development
Replies: 29
Views: 6290

Re: New in Nes development

CC65 along with its assembler CA65 is a very powerful thing, but it is also one of the most difficult in use for beginners, as it requires quite some work on configuring stuff, which requires some knowledge. So for newcomers NESASM and Asm6 often recommended instead. Starting with C in this context ...
by Shiru
Fri Jul 19, 2013 9:06 pm
Forum: Newbie Help Center
Topic: New in Nes development
Replies: 29
Views: 6290

Re: New in Nes development

True, thanks, I did this mistake long ago and since then it gets copy/pasted around many of my bat files. But this build script does not use anything from %PATH%, so it shouldn't be the source of the described problem.