Search found 81 matches

by DoNotWant
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...
by DoNotWant
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...
by DoNotWant
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?
by DoNotWant
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. :)
by DoNotWant
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...
by DoNotWant
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...
by DoNotWant
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.
by DoNotWant
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
by DoNotWant
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.
by DoNotWant
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
by DoNotWant
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...
by DoNotWant
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.
by DoNotWant
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...
by DoNotWant
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...
by DoNotWant
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

OneCrudeDude wrote:And now that you mention it, I don't think there are many, if any, homebrew games that scroll.
https://www.youtube.com/watch?v=zEV6HN88mV8