Search found 274 matches
- Thu Apr 03, 2014 11:30 pm
- Forum: NES Music
- Topic: Chip Maestro: A MIDI to NES music cart
- Replies: 14
- Views: 10315
Re: Chip Maestro: A MIDI to NES music cart
Sounds like it's been put through software to edit the sound, those drums are too clear and long to be DPCM samples. And at the 00:32 mark, it doesn't sound like an NES at all.
- Mon Mar 31, 2014 11:21 am
- Forum: NES Graphics
- Topic: CV2 hack graphics
- Replies: 23
- Views: 18253
Re: CV2 hack graphics
These graphics make the limitations much more obvious, unfortunately. Other parts, on the other hand, like the grass and the rocks, appear to have many more colors than the NES usually allows. That's the magic of contrasting and bright colors. Neon green is a good color, as is white. Contrasting da...
- Mon Mar 31, 2014 12:00 am
- Forum: NES Graphics
- Topic: CV2 hack graphics
- Replies: 23
- Views: 18253
Re: CV2 hack graphics
These are amazing... it's like some of the limitations imposed by the video hardware don't even exist! Those gears in the third picture make the NES' attribute layout limitation quite obvious. I never noticed it until someone mentioned it, but NES games seem to use a LOT of black, most likely to co...
- Sat Mar 29, 2014 8:49 pm
- Forum: NESdev
- Topic: NES color palette - why?
- Replies: 15
- Views: 9980
Re: NES color palette - why?
So would that be the reason why the NES doesn't have a proper yellow? Unless this was considered a normal way to generate colors, it seems quite awkward using square waves.
- Sat Mar 22, 2014 12:59 pm
- Forum: NES Music
- Topic: More NSF Requests
- Replies: 3133
- Views: 1411208
Re: More NSF Requests
I still find old game development fascinating, especially since programmers were often pressed for space and solutions. I wonder if modern game programming has programmers think outside the box and do obtuse stuff to make their games work.
Heh, this got a bit derailed by now, sorry.
Heh, this got a bit derailed by now, sorry.
- Fri Mar 21, 2014 11:34 pm
- Forum: NES Music
- Topic: More NSF Requests
- Replies: 3133
- Views: 1411208
Re: More NSF Requests
"There are a total of five songs accessible by this method, all embedded in the CHR data." That is one thing that I find mindblowing, even though it might be simple in reality. I find it amazing that otherwise garbage graphics actually contain code, though from my experience, every tile is...
- Fri Mar 21, 2014 11:06 pm
- Forum: NESdev
- Topic: any one writes a 8-bit flappy bird?
- Replies: 31
- Views: 17066
Re: any one writes a 8-bit flappy bird?
Will it have kill streaks and obnoxious dubstep music? Seriously, the wubbing sound sounds like a triangle wave that's being raped and/or reading garbage data.tepples wrote:If I had time, I'd make Flappy Clicker 2048.
- Fri Mar 21, 2014 10:18 am
- Forum: NES Hardware and Flash Equipment
- Topic: Discrete Logic Mapper Toolbox
- Replies: 53
- Views: 40835
Re: Discrete Logic Mapper Toolbox
I'm so honored to have been mentioned in a post! Anyway, regarding my parallax theory, I was thinking this could be used to add a much needed depth in NES games. Granted the hardware wasn't natively capable of doing it, instead relying on bankswitching techniques or scanline split techniques. The be...
- Thu Mar 20, 2014 10:44 pm
- Forum: NESdev
- Topic: any one writes a 8-bit flappy bird?
- Replies: 31
- Views: 17066
Re: any one writes a 8-bit flappy bird?
Ah, I see. Thanks for the answer.
@Thefox: I would love to see how your hypothetical port would come out. You did a damn impressive job porting a flash game almost 1:1 to the NES, so I have faith in you.
@Thefox: I would love to see how your hypothetical port would come out. You did a damn impressive job porting a flash game almost 1:1 to the NES, so I have faith in you.
- Thu Mar 20, 2014 9:46 pm
- Forum: NESdev
- Topic: any one writes a 8-bit flappy bird?
- Replies: 31
- Views: 17066
Re: any one writes a 8-bit flappy bird?
Since various people brought up CHR switching to fake parallax scrolling... Would it be possible to design a custom board, or mapper, that makes bankswitching BG tiles much more suitable for a parallax effect? Of course it's more effort and costly than it's worth, but I wondered if you could have a ...
- Sat Mar 01, 2014 12:04 am
- Forum: NES Graphics
- Topic: PAL chroma merging?
- Replies: 83
- Views: 58307
Re: PAL chroma merging?
Sorry for the bump, but a few questions:
How would this look on a CRT? Given the NES was designed to be played on a CRT, it seems like a fitting question to ask.
Is this 'trick' exclusive to the PAL region? Or could it be reproduced on NTSC systems/TVs as well?
How would this look on a CRT? Given the NES was designed to be played on a CRT, it seems like a fitting question to ask.
Is this 'trick' exclusive to the PAL region? Or could it be reproduced on NTSC systems/TVs as well?
- Sat Mar 01, 2014 12:02 am
- Forum: NES Music
- Topic: Good examples of games that simulated chords with arpeggios?
- Replies: 22
- Views: 8537
Re: Good examples of games that simulated chords with arpegg
I always thought the stock NES, aside from the Triangle Wave's lack of volume, was well suited for whatever you needed. I never really liked the concept of sound expansion unless it was to add a new sound type, or to prevent sound effects from cutting the audio. Most efforts I've seen with expanded ...
- Fri Feb 28, 2014 11:23 am
- Forum: NES Music
- Topic: Good examples of games that simulated chords with arpeggios?
- Replies: 22
- Views: 8537
Re: Good examples of games that simulated chords with arpegg
Castlevania 3 has an arpeggio effect, not sure if it's the same.
http://www.youtube.com/watch?v=luxL5ufVTZM at 28 seconds.
I believe Captain America and the Avengers NES does this also, although only twice (to my knowledge).
http://www.youtube.com/watch?v=O6sLcGi1OTY at 0:01 and 0:16.
http://www.youtube.com/watch?v=luxL5ufVTZM at 28 seconds.
I believe Captain America and the Avengers NES does this also, although only twice (to my knowledge).
http://www.youtube.com/watch?v=O6sLcGi1OTY at 0:01 and 0:16.
- Thu Feb 27, 2014 6:33 pm
- Forum: NESdev
- Topic: So, what actually causes slowdown?
- Replies: 79
- Views: 27735
Re: So, what actually causes slowdown?
Hmm, I guess I worded my question wrong. I meant to ask if the SMS had slowdown that would be classified as 'worse' than the NES. Then again, the SMS has a library that's only a fraction of the NES', so it'd be somewhat unfair.
- Thu Feb 27, 2014 11:24 am
- Forum: NESdev
- Topic: So, what actually causes slowdown?
- Replies: 79
- Views: 27735
Re: So, what actually causes slowdown?
Somewhat related question I've been meaning to ask, since I couldn't understand the wording. According to tepples, the NES' CPU does twice as much in each cycle as the SMS' CPU, and mentioned that a 1.8 MHz NES and a 3.6 MHz SMS is "a wash". Does that mean they both have roughly the same c...