Search found 167 matches

by freem
Thu Nov 28, 2013 7:09 pm
Forum: NESdev
Topic: Confirming Four Score Info
Replies: 7
Views: 3243

Re: Confirming Four Score Info

Do any licensed games even support both the DA15 controllers and the Four Score for 4-player mode? I seem to remember reading somewhere that Super Spike V'Ball/US Championship Volleyball supported both the Famicom's expansion port and Four Score, but I can't find where that info is, nor have I actu...
by freem
Thu Nov 21, 2013 8:26 pm
Forum: General Stuff
Topic: Console ports that are better than their arcade counterpart
Replies: 19
Views: 7663

Re: Console ports that are better than their arcade counterp

The NES version of Super Dodge Ball seems to be a well received port, despite changing gameplay slightly. (Personally, I'd say the same goes for the PC Engine port as well, though that version is a bit closer to the arcade.) Also throwing in my hat for Contra on the NES, mainly because of the soundt...
by freem
Thu Jul 18, 2013 11:22 am
Forum: NES Graphics
Topic: community fonts for NES Dev
Replies: 44
Views: 28965

Re: community fonts for NES Dev

I love threads like this; too bad I don't have much to add other than these right now: Generic aka "the family picross font", but with Japanese and accented characters. Also includes various menu tiles. http://ajworld.net/nesdev/generic.png A Mother 2/Earthbound-ish 1bpp font , meant for V...
by freem
Sat Feb 23, 2013 11:55 am
Forum: General Stuff
Topic: Ten coins down and a coin a minute
Replies: 3
Views: 1759

Re: Ten coins down and a coin a minute

Seems like this could also be used to make something akin to those old laserdisc games. Hopefully the drop shadow is optional (though I can see why it'd be useful).
by freem
Mon Feb 18, 2013 6:17 pm
Forum: phpBB Issues
Topic: View active topics is broken
Replies: 4
Views: 8864

Re: View active topics is broken

I don't use it, but after your post, I tried to figure out why this might be the case.
If I set it to show all topics, the only two topics that show up are in the NESdev Middle East section of the forum...
by freem
Tue Jan 01, 2013 3:15 pm
Forum: Homebrew Projects
Topic: Family Picross
Replies: 32
Views: 33381

Re: Family Picross

Level up to CNROM! http://i.imgur.com/6imq1.png I need to make a better logo, but I'm pretty happy with the title screen as a base. :) http://i.imgur.com/AEiJG.png Got bored with the old main menu, so I changed it up a little with some of the new tiles. Yes, I will be looking into other issues (puzz...
by freem
Fri Dec 28, 2012 9:42 am
Forum: NESdev
Topic: Updating the screen
Replies: 13
Views: 3405

Re: Updating the screen

The gears in the background of Metal Man's stage are animated via palette cycling; the last two colors change pretty much every frame; the conveyor belts are animated in the same fashion.
by freem
Thu Dec 13, 2012 7:13 pm
Forum: Homebrew Projects
Topic: Family Picross
Replies: 32
Views: 33381

Re: Family Picross

Two complaints I have: 1) When going back to the level select the cursor is back to the first level, so in order to go to the next one you need to smash the ↓ button several times, which gets annoying. It would be better if the cursor was placed back in the last level that was played. Will be fixed...
by freem
Thu Dec 13, 2012 2:27 pm
Forum: Homebrew Projects
Topic: Family Picross
Replies: 32
Views: 33381

Re: Family Picross

Demo #1 is now available ! There's a manual as well, but it needs to be fleshed out quite a bit. Please report any bugs/oddities you find. p.s. I realize that at least two of the puzzles in Normal mode aren't exactly "Easy" difficulty. You'll know which ones they are when you play them.
by freem
Thu Dec 13, 2012 2:27 pm
Forum: Newbie Help Center
Topic: Properly detecting held directions/buttons
Replies: 4
Views: 1934

Re: Properly detecting held directions/buttons

Apologies for the super late reply, but thanks to all of you for all of your help. Thanks to y'all, I can actually release a demo today. :D
by freem
Wed Nov 21, 2012 1:31 pm
Forum: Newbie Help Center
Topic: Properly detecting held directions/buttons
Replies: 4
Views: 1934

Properly detecting held directions/buttons

This is probably going to end up being embarrassing, but after spending quite some time trying to wrap my head around this problem, I'm getting a little frustrated. I'm trying to replicate the movement between tiles from other Picross games, namely: Pressing a direction will move a single tile. If t...
by freem
Mon Nov 12, 2012 5:46 pm
Forum: Homebrew Projects
Topic: Family Picross
Replies: 32
Views: 33381

Re: Family Picross

I know you said 16×16, but I guess that 15×15 may be a good max size - any larger and it starts getting troublesome (don't remind me of the 20×20 and 25×20 boards >_< good those were only at the end) I share your pain, having convinced myself to play some of the 20x20 levels in Picross DS recently....
by freem
Mon Nov 12, 2012 3:16 pm
Forum: Homebrew Projects
Topic: Family Picross
Replies: 32
Views: 33381

Re: Family Picross

I use the 16x16 tiles for puzzles from 5x5 to 8x8. Once you reach 9x9 and above, I start to use 8x8 tiles: Is it at all desirable to make other intermediate grid sizes? I guess the easy one (12x12px) only gets you 9x9 and 10x10 puzzles. Funny you should say that, as I had tried to make 4x4px tiles ...
by freem
Mon Nov 12, 2012 12:31 pm
Forum: Homebrew Projects
Topic: Family Picross
Replies: 32
Views: 33381

Re: Family Picross

Though I'm not sure what data format you are using. Going back and answering this... it's the simplest possible format you can think of. :) (using bitfields since I'm only doing binary puzzles; no coloring involved) Oh, and Family is written as "ファミリー" in Japanese, with the dash there. Th...
by freem
Sun Nov 11, 2012 1:10 pm
Forum: Homebrew Projects
Topic: Family Picross
Replies: 32
Views: 33381

Re: Family Picross

Do you intend on releasing a ROM? Yes, I plan on releasing a demo rom with 9 easy 5x5 puzzles and Random/Easy mode once I figure out some control issues I'm having. Also, have you thought about randomly generating the level set? The game randomly generates the levels for Random mode. (I have some i...