Search found 81 matches
- Wed Feb 11, 2015 3:19 pm
- Forum: SNESdev
- Topic: nesdev.com's "not" longest thread ever.
- Replies: 188
- Views: 32444
Re: nesdev.com's "not" longest thread ever.
If the gameplay is as lackluster as the title and the artwork I've seen, then I think I might stay away. Excuse me? Is a homebrew game and you are talking about the work of other people , a bit more of respect will be apreciated. Also , in my opinion , It looks really good , a lovely well made home...
- Tue Feb 03, 2015 9:49 am
- Forum: General Stuff
- Topic: Nostalgic stories and video games
- Replies: 27
- Views: 9259
Re: Nostalgic stories and video games
I think I got my first NES when I turned 5(1993). My parents bought it from the neighbours with a bunch of games. A while later, I go and buy my first(used) NES game with my dad. It was Mega Man 2, CIB. Man, I couldn't keep my hand off the manual on the way home. It took me forever to even get to my...
- Mon Feb 02, 2015 2:14 pm
- Forum: SNESdev
- Topic: New SNES game in development: Furry RPG (working title)
- Replies: 107
- Views: 66829
Re: New SNES game in development: Furry RPG (working title)
Wow, that's a weird orchestra layout. English horn and contra bassoon usually goes together with the other woodwinds. Also, contrabass is the same thing as double bass. WTF?
- Mon Feb 02, 2015 1:21 pm
- Forum: SNESdev
- Topic: Bad Apple demo for SNES
- Replies: 209
- Views: 104007
Re: Bad Apple demo for SNES
Works great on real hardware. 
- Sat Jan 31, 2015 4:37 pm
- Forum: SNESdev
- Topic: 16bit table indexing problem
- Replies: 131
- Views: 98009
Re: 16bit table indexing problem
It's from the LoadGraphics code on the SNES starterkit. Well, mostly. I took some stuff bazz did to the palette uploading macro (it was truly useless beforehand) and I added a 4th argument on the LoadBlockToVram that serves as an offset in the picture. SNES starterkit here: http://wiki.superfamicom...
- Sat Jan 31, 2015 3:49 pm
- Forum: SNESdev
- Topic: 16bit table indexing problem
- Replies: 131
- Views: 98009
Re: 16bit table indexing problem
;============================================================================ ; LoadBlockToVRAM -- Macro that simplifies calling LoadVRAM to copy data to VRAM ;---------------------------------------------------------------------------- ; In: SRC_ADDR -- 24 bit address of source data ; DEST -- VRAM...
- Tue Jan 27, 2015 12:14 pm
- Forum: SNESdev
- Topic: Bad Apple demo for SNES
- Replies: 209
- Views: 104007
Re: Bad Apple demo for SNES
Tested with SD2SNES, just a black screen.
- Sun Jan 25, 2015 9:21 pm
- Forum: SNESdev
- Topic: 16bit table indexing problem
- Replies: 131
- Views: 98009
Re: 16bit table indexing problem
cc65 is the tool-chain with c compiler and all. The assembler comes with it.
Bass is easier to use tho.
http://board.byuu.org/phpbb3/viewforum.php?f=16
Bass is easier to use tho.
http://board.byuu.org/phpbb3/viewforum.php?f=16
- Wed Jan 21, 2015 3:05 pm
- Forum: General Stuff
- Topic: Good GBA mode 0-2 (or 1-3?) graphics tools.
- Replies: 5
- Views: 2100
Re: Good GBA mode 0-2 (or 1-3?) graphics tools.
jharbour.com/gba/gba_files.zip
Download and check the tools folder. I think gfx2gba is what you are looking for.
Download and check the tools folder. I think gfx2gba is what you are looking for.
- Thu Jan 08, 2015 1:26 pm
- Forum: SNESdev
- Topic: nesdev.com's "not" longest thread ever.
- Replies: 188
- Views: 32444
Re: What does it mean to "hack" a game?
I think the Genesis gets access to another buss, enabling it to DMA a word at a time with the extra 64kB of VRAM
- Thu Jan 01, 2015 2:30 am
- Forum: Other Retro Dev
- Topic: GBA ASM
- Replies: 26
- Views: 15049
Re: GBA ASM
Sweet, I started with GBA dev just 3 days ago! Look for "Programming the GBA" by Jonathan S. Harbour. It's online in PDF format in various places, google around for it a little bit. Learn C also. The only reason C would look strange compared to any kind of ASM, is because you just never le...
- Mon Dec 01, 2014 2:13 pm
- Forum: Newbie Help Center
- Topic: Help with a map system
- Replies: 6
- Views: 2273
Re: Help with a map system
http://www.nintendoage.com/forum/messag ... adid=33287
For meta-tiles, check the "Background Compression" tutorial.
For meta-tiles, check the "Background Compression" tutorial.
- Sat Nov 01, 2014 12:11 pm
- Forum: Homebrew Projects
- Topic: A simple sprite demo for teaching
- Replies: 21
- Views: 33357
Re: A simple sprite demo for teaching
Addition and subtraction of signed numbers the exactly the same as unsigned numbers, on the 6502. The same set of instructions works for both. The part that is significantly different is making comparisons. Here is a good article to read: http://www.6502.org/tutorials/compare_beyond.html Another th...
- Sat Nov 01, 2014 9:54 am
- Forum: Homebrew Projects
- Topic: A simple sprite demo for teaching
- Replies: 21
- Views: 33357
Re: A simple sprite demo for teaching
I understand the logic of the inertia effect, but I'm having a real hard time understanding the use of signed numbers and fixed-point arithmetic. I haven't really found anything good about it from the POV of the 6502 on google, anyone here got anything good? I can add/subtract 8n-bit unsigned number...
- Thu Aug 07, 2014 1:27 am
- Forum: NESdev
- Topic: Creating the 'best possible' NES game
- Replies: 82
- Views: 18822
Re: Creating the 'best possible' NES game
https://www.youtube.com/watch?v=zEV6HN88mV8OneCrudeDude wrote:And now that you mention it, I don't think there are many, if any, homebrew games that scroll.