Search found 275 matches
- 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.
- 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.
- 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...
- 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?
Is there a way to see at runtime if a genuine infinitelives repro board is in use?
- 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...
- 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...
- 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/
http://www.nesicide.com/
- 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
viewtopic.php?f=2&t=10163
- 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?
- 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.
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.
- 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...
- 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...
- 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...
- 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.
- 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.