Search found 193 matches
- Fri Nov 26, 2010 1:06 pm
- Forum: Newbie Help Center
- Topic: help with collision detection
- Replies: 12
- Views: 4473
- Fri Nov 19, 2010 9:28 pm
- Forum: NESdev
- Topic: Angry video game nerd homebrew
- Replies: 21
- Views: 8826
- Wed Nov 17, 2010 10:16 am
- Forum: Homebrew Projects
- Topic: My Video Blog
- Replies: 71
- Views: 39000
- Tue Nov 16, 2010 7:39 pm
- Forum: Homebrew Projects
- Topic: My Video Blog
- Replies: 71
- Views: 39000
- Tue Nov 16, 2010 7:22 pm
- Forum: Homebrew Projects
- Topic: My Video Blog
- Replies: 71
- Views: 39000
- Fri Nov 12, 2010 9:06 pm
- Forum: General Stuff
- Topic: How do you make CD-ROMs work in pure MSDOS?
- Replies: 8
- Views: 3179
Sorry, But they all require either windows or a floppy via another DOS system, All of which won't do, I can barely even work a CDROM now unless someone has a copy of it via 1.44MB floppy format Either that, or I'd buy a windows 3.1 disk, But I do not think there is such thing as Win3.1 in Floppies!...
- Fri Nov 12, 2010 8:55 pm
- Forum: NESdev
- Topic: Jump Physics
- Replies: 41
- Views: 10516
Re: Jump Physics
Something that would add a little more feeling to it, would be that the left-right movement don't stop emiditly when you release the left/right on the d-pad. Now it feels like "he" is falling straight down when you release left/right even if you "run" and jump... I'm not saying ...
- Thu Nov 11, 2010 11:15 pm
- Forum: General Stuff
- Topic: How do you make CD-ROMs work in pure MSDOS?
- Replies: 8
- Views: 3179
- Thu Nov 11, 2010 10:56 pm
- Forum: General Stuff
- Topic: Brad Corrupts, a new rom corrupting series
- Replies: 49
- Views: 16829
Haha, that's some pretty crazy stuff! Glitches are fun. I think perhaps why you don't get a lot of response around these parts is that most of this community knows the inner workings of the NES, therefore ROM corruption is less mystical. Actually I'm kind of sad about that. It used to be that NES gl...
- Sun Nov 07, 2010 10:42 am
- Forum: NESdev
- Topic: Jump Physics
- Replies: 41
- Views: 10516
...since AFAIK there aren't MMC3 clones available for building new carts, meaning that for each copy of your game you are gonna have to destroy an original MMC3 game. No! Destroying old carts is against my belief system. :) If you want to be able to destroy the whole level, then yeah, you are going...
- Sat Nov 06, 2010 11:07 pm
- Forum: NESdev
- Topic: Jump Physics
- Replies: 41
- Views: 10516
Maybe you meant MMC3 (mapper 4)? Ah yes, mmc3. That's it. Either way, WRAM isn't absolutely necessary for handling compressed maps, there are plenty of other options: on-the-fly decompression from ROM, partial decompression (only the part of the map that surrounds the player needs to be in RAM), an...
- Sat Nov 06, 2010 10:23 pm
- Forum: NESdev
- Topic: Jump Physics
- Replies: 41
- Views: 10516
What mapper are you using? I think it's mapper 3. I want to use the one that has the extra WRAM so I can compress my maps, but I haven't really got to that point yet. If you have IRQs, hiding the top and bottom 8 scanlines is very easy, and will get rid of all the glitches. Ah yes, that seems like ...
- Sat Nov 06, 2010 8:54 pm
- Forum: NESdev
- Topic: Jump Physics
- Replies: 41
- Views: 10516
For scrolling multiple ways, you might want to make some extra RAM on the cart and use One-screen mirroring. One-screen mirroring? Hmm, I'm not familiar with that. I'll have to look it up. And yeah. Not that the jump height seems too high, just for the X movement you get during the time is very sma...
- Sat Nov 06, 2010 8:45 pm
- Forum: NESdev
- Topic: Jump Physics
- Replies: 41
- Views: 10516
Before you get too far into development, you might want to change mirroring to scroll horizontaly, unless you want to....scroll vertically? Yeah, I plan on letting it scroll up and down 2 screens vertically as well. I still have to work on the tile update so there's a little less artifacts at the r...
- Sat Nov 06, 2010 7:59 pm
- Forum: NESdev
- Topic: Jump Physics
- Replies: 41
- Views: 10516
Looks good. If it looks good, it is =D. I'm not sure I felt what tokumaru felt during jumping, if I move horizontally, the jump produces a nice arc. Cool, yeah I noticed the same thing about the arc. I think that, like tokumaru said, once the platforms are in place it will be easier to tell. I prob...