Search found 275 matches

by slobu
Mon Jun 25, 2012 7:47 am
Forum: NESdev
Topic: PowerPak "GUI"
Replies: 15
Views: 4844

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
by slobu
Fri Jun 22, 2012 2:37 pm
Forum: Homebrew Projects
Topic: Action 53 multicart engine
Replies: 91
Views: 106046

rainwarrior wrote:I like the whoo-yeah intro music.
It takes tepples to make a ROM go write..
by slobu
Thu Jun 21, 2012 9:46 am
Forum: NESdev
Topic: Programming for the NES in C or C++
Replies: 56
Views: 15532

@Bregalad: Maybe when you start the C version you could use NESICIDE. I'm sure your feedback from a seasoned developers point of view would be valuable. I've already got the n00b developers point of view covered :p
by slobu
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...
by slobu
Wed Jun 20, 2012 10:43 am
Forum: NESdev
Topic: Do any games use tile/sprite overlap for more colors?
Replies: 58
Views: 26535

Thanks guys. I missed alot of those games that had overlayed tiles/sprites. I never got into MegaMan. Contra may have used two seperate sprites but it didn't seem to be overlapping them. I'll have to look harder.
by slobu
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...
by slobu
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...
by slobu
Wed Jun 13, 2012 11:15 am
Forum: NES Graphics
Topic: Favorite NES Graphics
Replies: 33
Views: 23649

Wizards & Warriors Super Pitfall Zelda II All had unique art styles especially Wizards & Warriors. Super Pitfall is accused of being a Mario clone but it was actually staying true to the Tandy Coco3 and, for the most part, PC88 versions. Zelda II just seemed right. Less cartoony than its fir...
by slobu
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...
by slobu
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...
by slobu
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....
by slobu
Wed May 23, 2012 1:01 pm
Forum: NESdev
Topic: Palette fading techniques
Replies: 17
Views: 9447

I guess I don't understand why creating your own arranged 2d array of colors wont work.

If you pre-calculate the table then most of the math goes away, right?

UPDATE: Thank you Drag!
by slobu
Wed May 23, 2012 12:19 pm
Forum: NESdev
Topic: Palette fading techniques
Replies: 17
Views: 9447

Could you just treat all the NES colors as a 2d array and "walk" the source color to the destination color? A 2D grid of 52 colors should take too much ROM space, right?
by slobu
Tue May 22, 2012 8:24 am
Forum: Homebrew Projects
Topic: New game - Alter Ego
Replies: 43
Views: 36198

tepples wrote:Apple forbids emulators that let users run games other than those built into the emulator.
Exactly.

Package Alter Ego.NES and a checksum file into the .IPA

Okay, maybe checksum isn't the right word. A password file that only allows the appropriate ROM file to run.
by slobu
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...