I know 3gengames meant to post a link but in the meantime here's my guess:
http://www.nespowerpak.com/
oops.. Tepples beat me to it.. :p
Search found 275 matches
- Fri Jun 22, 2012 2:37 pm
- Forum: Homebrew Projects
- Topic: Action 53 multicart engine
- Replies: 91
- Views: 106046
- Thu Jun 21, 2012 9:46 am
- Forum: NESdev
- Topic: Programming for the NES in C or C++
- Replies: 56
- Views: 15532
- Thu Jun 21, 2012 7:42 am
- Forum: NESdev
- Topic: Programming for the NES in C or C++
- Replies: 56
- Views: 15532
It seems creating SMB3 comparable games is not a pure ASM vs. C thing then. It's a motivation thing. Also, I suspect that we all know why higher level languages exist. Why EDLIN gave way to EDIT. If more savvy programmers worked on better C libraries then the difference between C and ASM performance...
- Wed Jun 20, 2012 10:43 am
- Forum: NESdev
- Topic: Do any games use tile/sprite overlap for more colors?
- Replies: 58
- Views: 26535
- Wed Jun 20, 2012 7:40 am
- Forum: NESdev
- Topic: Do any games use tile/sprite overlap for more colors?
- Replies: 58
- Views: 26535
Do any games use tile/sprite overlap for more colors?
I think I've seen some Genesis games that overlay tiles or overlap sprites in order to fake objects with more than 16 colors. I don't think I've seen this in NES games. Why not? Or, am I missing the instances where they do? I could at least see tile/sprite combinations happening as coarse movement w...
- Mon Jun 18, 2012 10:23 am
- Forum: Homebrew Projects
- Topic: Battle Kid 2 - Releasing on 12/14
- Replies: 157
- Views: 69416
@Sivak: I think it may be remarkable that your first game is now being seen at second hand game shops. Not as a new cart mind you. Also, I appreciated your youtube videos that were kinda half documenting half tutorial on NES development. I hope you have time for more someday. Never got a message bac...
- Wed Jun 13, 2012 11:15 am
- Forum: NES Graphics
- Topic: Favorite NES Graphics
- Replies: 33
- Views: 23649
- Mon Jun 11, 2012 6:08 am
- Forum: NESdev
- Topic: Projectiles and collision detection with NESASM
- Replies: 16
- Views: 10245
When it finally comes down to the actual soft collision check do people use something like this: declare function rectRect(x1 as integer, y1 as integer, x2 as integer, y2 as integer, x3 as integer, y3 as integer, x4 as integer, y4 as integer) as integer if x1 > x4 then return 0 if x2 < x3 then retur...
- Sat Jun 09, 2012 10:24 am
- Forum: General Stuff
- Topic: Food Fight
- Replies: 3
- Views: 1809
Mmmm... an NES port of Food Fight with deathmatch. The original source code is online... and then the Atari 7800 will no longer have a single worthwhile game. Actually, cheating a bit with DPC+ Food Fight could be back-ported to the Atari 2600. The graphics would have to be re-worked to only use on...
- Thu Jun 07, 2012 9:55 am
- Forum: NESdev
- Topic: Projectiles and collision detection with NESASM
- Replies: 16
- Views: 10245
That's pretty sad that the NES needs software collision. For that matter, I think the Genesis only has a collision register that is flagged by any sprite intersecting any other sprite. Utterly useless. On topic I'm usually referred to this article when asking about collisions: http://games.greggman....
- Wed May 23, 2012 1:01 pm
- Forum: NESdev
- Topic: Palette fading techniques
- Replies: 17
- Views: 9447
- Wed May 23, 2012 12:19 pm
- Forum: NESdev
- Topic: Palette fading techniques
- Replies: 17
- Views: 9447
- Tue May 22, 2012 8:24 am
- Forum: Homebrew Projects
- Topic: New game - Alter Ego
- Replies: 43
- Views: 36198
- Tue May 22, 2012 7:52 am
- Forum: Homebrew Projects
- Topic: New game - Alter Ego
- Replies: 43
- Views: 36198
So now how do we port Alter Ego to AS3 so that it can go on a Flash game collection like Armor Games? (Just as a stopped clock is right twice a day, spam can occasionally be on-topic.) Why port a single game? Convert an emulator into an xcode project that will run one ROM with a checksum file so it...