Search found 275 matches

by slobu
Wed Sep 11, 2013 10:27 am
Forum: Homebrew Projects
Topic: AtariAge may have had Cease & Desist for Princess Rescue
Replies: 41
Views: 17980

Re: AtariAge may have had Cease & Desist for Princess Rescue

It would be sad if homebrew developers cannot at least share information about chilling effects of overreaching companies. The next game that gets targeted may be less similar. It may be your next game. It may be mine.
by slobu
Wed Sep 11, 2013 9:20 am
Forum: Homebrew Projects
Topic: AtariAge may have had Cease & Desist for Princess Rescue
Replies: 41
Views: 17980

Re: AtariAge may have had Cease & Desist for Princess Rescue

Similarity is not infringement. AtariAge was careful not to directly reference Nintendos IP in code, assets or packaging.
by slobu
Wed Sep 11, 2013 7:39 am
Forum: Homebrew Projects
Topic: AtariAge may have had Cease & Desist for Princess Rescue
Replies: 41
Views: 17980

AtariAge may have had Cease & Desist for Princess Rescue

This effects homebrew developers regardless of platform so I thought I'd post my thoughts on this. AtariAge and homebrew developer nicknamed Sprybug produced a wonderful homage to Super Maro Brothers called Princess Rescue. http://www.youtube.com/watch?v=73TcDWQDFMk Recently it was yanked from their...
by slobu
Tue Sep 10, 2013 11:28 am
Forum: SNESdev
Topic: 128mbit game possible?
Replies: 75
Views: 41378

Re: 128mbit game possible?

Sorry for being a little off topic. Actually, the SNES Hi/Lo-ROM reproduction flash boards from infinitelives can go up to 128mbit so it's nearly there :)

Is there a way to see at runtime if a genuine infinitelives repro board is in use?
by slobu
Tue Sep 10, 2013 7:59 am
Forum: SNESdev
Topic: 128mbit game possible?
Replies: 75
Views: 41378

Re: 128mbit game possible?

Anything totaling to atleast 128Mbit that places the rom image in all the right spots should be capable of working. 3x32Mb, 1x64Mb + 1x32Mb, 6x16Mb, 1x128Mb with wasted space, it's all the same in the eyes of the SNES if its all decoded properly with the expected data. So, there isn't a billion &qu...
by slobu
Tue Sep 10, 2013 7:04 am
Forum: NESdev
Topic: Beginner's questions about CC65
Replies: 39
Views: 9947

Re: Beginner's questions about CC65

Are you referring to a specific post of me or is this just a general suggestion? I guess I will have a look, but in the moment, I'm still learning the basics of NES programming. I won't start developing an actual game until I understand every single line in my sample code. So, yes, I might actually...
by slobu
Mon Sep 09, 2013 1:25 pm
Forum: NESdev
Topic: Beginner's questions about CC65
Replies: 39
Views: 9947

Re: Beginner's questions about CC65

I don't know if the O.P. knows, but, there is a fairly robust IDE called NESICIDE that needs active use and feedback :)
http://www.nesicide.com/
by slobu
Sun Sep 08, 2013 5:53 pm
Forum: Homebrew Projects
Topic: Pixel Art Editor + Source in Family Basic
Replies: 4
Views: 7818

Re: Pixel Art Editor + Source in Family Basic

I noticed the pixel2.nes binary in this topic. Is that converted from Familiy BASIC to NES binary via SSTONES in this topic?
viewtopic.php?f=2&t=10163
by slobu
Thu Sep 05, 2013 8:19 am
Forum: Other Retro Dev
Topic: ROLL BOSS RUSH (PSX)
Replies: 85
Views: 43400

Re: ROLL BOSS RUSH (PSX)

Any chance of seeing this as a PSP version via popstation? Or, is there some legal reason that prevents it?
by slobu
Wed Sep 04, 2013 8:33 am
Forum: NESdev
Topic: Family Basic Editor for Windows and sample basic games
Replies: 26
Views: 13379

Re: Family Basic Editor for Windows and sample basic games

I hate to bump my post but does my link to the test ROM work?

I'd hate for my file to be as dead as the rest of the links I just mentioned :)

As of this post the download tool from the original post and the download from AnnaWu are down.
by slobu
Tue Sep 03, 2013 11:19 am
Forum: NESdev
Topic: Family Basic Editor for Windows and sample basic games
Replies: 26
Views: 13379

Re: Family Basic Editor for Windows and sample basic games

Thanks infinitelives! Here is one of the converted examples that came with SSTONES http://sdrv.ms/17KfJJE (sstontst.zip) @tepples I forgot about that. That would make the games created personal use only. I could only distribute the source, then. I assume they imagined kids sharing tapes with the gam...
by slobu
Tue Sep 03, 2013 10:55 am
Forum: NESdev
Topic: Family Basic Editor for Windows and sample basic games
Replies: 26
Views: 13379

Re: Family Basic Editor for Windows and sample basic games

Thanks for the info. Unfortunately, I can't leave it without as the main thrust is to take a Famicom BASIC game and put it on a real cart. In this case I need what parameters infinitelives requiress to get my cart order correct. Once we figure this out then homebrew made by BASIC enthusiasts becomes...
by slobu
Tue Sep 03, 2013 6:07 am
Forum: NESdev
Topic: Family Basic Editor for Windows and sample basic games
Replies: 26
Views: 13379

Re: Family Basic Editor for Windows and sample basic games

It looks like the translation is offline (along with most links on this page). I'd like to start using the FamilyBasicEditor + SSTONES and infinitelives eeprom board. Can anyone confirm what kind of board I need for the result of that? It seems (from what I've read) that Famicom BASIC itself is only...
by slobu
Fri Aug 23, 2013 11:18 am
Forum: Homebrew Projects
Topic: Famicom homebrew: Kira Kira Star Night
Replies: 39
Views: 24405

Re: Famicom homebrew: Kira Kira Star Night

The $200 price is a little worrying. Is the classic gaming infrastructure that much worse in Japan? I thought we were on the brink of relatively inexpensive flash based boards for homebrewers.
by slobu
Wed Aug 07, 2013 3:13 pm
Forum: NESdev
Topic: pyNES: writing NES games in Python
Replies: 58
Views: 19866

Re: pyNES: writing NES games in Python

The last commit he made was from June 24, 2013 so it may not be dead. That said, the author hasn't posted here in quite awhile. No one really figured out how to install and get this working correctly either.