Search found 2995 matches

by psycopathicteen
Thu Jun 03, 2010 12:19 pm
Forum: General Stuff
Topic: Why did liscense developers always have over-inflated egos?
Replies: 21
Views: 7094

The problem is nobody takes me seriously as a homebrewer. I say I could do one thing, somebody posts a link from some interview and say something like "no you idiot, do your research, the Snes can't do that because this guy says it can't." I try to explain to them how advertising works, a...
by psycopathicteen
Wed Jun 02, 2010 7:02 pm
Forum: General Stuff
Topic: Why did liscense developers always have over-inflated egos?
Replies: 21
Views: 7094

Who was being interviewed? The actual programmer, or some guy who represented the company and didn't know anything about programming? How do you know? I don't think two examples (which we haven't even seen for ourselves) are enough to condemn all developers of having over-inflated egos. They just w...
by psycopathicteen
Wed Jun 02, 2010 4:37 pm
Forum: General Stuff
Topic: Why did liscense developers always have over-inflated egos?
Replies: 21
Views: 7094

Treasure's Gunstar Heroes interview, and an interview with Factor 5.

I don't need money making coorperations telling me what is and isn't possible when making a homebrew Super Nintendo game!
by psycopathicteen
Wed Jun 02, 2010 2:51 pm
Forum: General Stuff
Topic: Why did liscense developers always have over-inflated egos?
Replies: 21
Views: 7094

Why did liscense developers always have over-inflated egos?

From reading old magazine interviews, they always claimed how they always wrote perfect code when they didn't by a long shot.
by psycopathicteen
Wed Jun 02, 2010 9:10 am
Forum: General Stuff
Topic: Games that pushed the limits of the NES
Replies: 56
Views: 14841

Hmmm, I wonder if it is possible to make an enhancement chip that could scroll sprites off the left side of the screen. Where you put a sprite at the side of the screen and the chip scrolls the individual pixels.
by psycopathicteen
Tue Jun 01, 2010 3:22 pm
Forum: General Stuff
Topic: Games that pushed the limits of the NES
Replies: 56
Views: 14841

Today I just made a new macro combining the animate macro and the build_metasprite macro into an oam_animation macro, and another macro combining the animate macro, the dma_sprite_graphics macro and the build_metasprite macro into a dma_animation macro. It sucks that I can't freely use animation wit...
by psycopathicteen
Mon May 31, 2010 2:59 pm
Forum: General Stuff
Topic: Games that pushed the limits of the NES
Replies: 56
Views: 14841

I did it because the Snes has that stupid 32 bytes where the 9th x-coordinate bit and the size bits are interweved. It was easier to take care of that first.

How does the NES scroll sprites off the left size of the screen?
by psycopathicteen
Mon May 31, 2010 1:36 pm
Forum: General Stuff
Topic: Games that pushed the limits of the NES
Replies: 56
Views: 14841

That describes my build_metasprite macro perfectly, exept mine doesn't ignore offscreen sprites and it adds the attribute byte instead of EORing it. I see... What happens to off screen sprites then? You can't let them simply appear at the opposite edge of the screen! I chose to EOR because I might ...
by psycopathicteen
Mon May 31, 2010 12:55 pm
Forum: SNESdev
Topic: HDMA problem
Replies: 2
Views: 5099

I fixed the problem. I was supposed to set it up once and keep it that way instead of setting it up every frame.
by psycopathicteen
Sun May 30, 2010 7:35 pm
Forum: SNESdev
Topic: HDMA problem
Replies: 2
Views: 5099

HDMA problem

I'm having trouble with the 3d ocean effect in the background of my game. It scrolls at different speeds depending on how many sprite patterns are being DMAed per frame. I'm guessing the 3d scrolling speed depends on what scanline the HDMA starts with, since the farther down scanlines scroll faster ...
by psycopathicteen
Sat May 29, 2010 6:14 pm
Forum: General Stuff
Topic: Games that pushed the limits of the NES
Replies: 56
Views: 14841

That describes my build_metasprite macro perfectly, exept mine doesn't ignore offscreen sprites and it adds the attribute byte instead of EORing it.
by psycopathicteen
Sat May 29, 2010 4:30 pm
Forum: General Stuff
Topic: Games that pushed the limits of the NES
Replies: 56
Views: 14841

I use a build_metasprite macro that puts the sprite attributes of each sprite of the metasprite onto a fake oam, then I have an oam processing routine that takes 16-bit x and y coordinates and turns them into 8-bit coordinates and interweves the 9th x-bit with the size bit.
by psycopathicteen
Sat May 29, 2010 1:19 pm
Forum: General Stuff
Topic: Games that pushed the limits of the NES
Replies: 56
Views: 14841

@ tepples:

Snes can upload almost 3 screens of tile map during v-blank, if nothing else is being uploaded during that time.

@ bregald:

How does your "maze sprites" routine work?
by psycopathicteen
Sat May 29, 2010 7:13 am
Forum: General Stuff
Topic: Games that pushed the limits of the NES
Replies: 56
Views: 14841

Another stupid common misconception: The Genesis can "scroll backgrounds" faster than the Snes.

I'm so glad I found this website. I've been on smwcentral.com and it gave me a bad perception of the snes development scene.
by psycopathicteen
Fri May 28, 2010 11:26 am
Forum: General Stuff
Topic: Games that pushed the limits of the NES
Replies: 56
Views: 14841

http://en.wikipedia.org/wiki/Mode_7 Mode 7 can only work on backgrounds, not sprites; therefore, any object that does not rotate/scale with the background must be a sprite, even items that would normally be thought of as part of the background, such as fixed platforms. The game developer must create...