Search found 2995 matches
- Thu Jun 03, 2010 12:19 pm
- Forum: General Stuff
- Topic: Why did liscense developers always have over-inflated egos?
- Replies: 21
- Views: 7094
- 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...
- Wed Jun 02, 2010 4:37 pm
- Forum: General Stuff
- Topic: Why did liscense developers always have over-inflated egos?
- Replies: 21
- Views: 7094
- 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.
- Wed Jun 02, 2010 9:10 am
- Forum: General Stuff
- Topic: Games that pushed the limits of the NES
- Replies: 56
- Views: 14841
- 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...
- Mon May 31, 2010 2:59 pm
- Forum: General Stuff
- Topic: Games that pushed the limits of the NES
- Replies: 56
- Views: 14841
- 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 ...
- Mon May 31, 2010 12:55 pm
- Forum: SNESdev
- Topic: HDMA problem
- Replies: 2
- Views: 5099
- 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 ...
- Sat May 29, 2010 6:14 pm
- Forum: General Stuff
- Topic: Games that pushed the limits of the NES
- Replies: 56
- Views: 14841
- Sat May 29, 2010 4:30 pm
- Forum: General Stuff
- Topic: Games that pushed the limits of the NES
- Replies: 56
- Views: 14841
- Sat May 29, 2010 1:19 pm
- Forum: General Stuff
- Topic: Games that pushed the limits of the NES
- Replies: 56
- Views: 14841
- Sat May 29, 2010 7:13 am
- Forum: General Stuff
- Topic: Games that pushed the limits of the NES
- Replies: 56
- Views: 14841
- 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...