Search found 274 matches
- Thu Feb 27, 2014 1:46 am
- Forum: Homebrew Projects
- Topic: My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress
- Replies: 10
- Views: 7437
Re: My Super Mario Bros 3 Hack - ROM Saves Player(s) Progres
Thanks for the reply! This is just my opinion, but I think it's a bit redundant to save all that data. It's your project though, so do as you wish! I believe that the most important things to save would be: What world you are on? Did you beat the mid-boss? If so, remove the lock and enable access vi...
- Wed Feb 26, 2014 10:28 am
- Forum: NESdev
- Topic: So, what actually causes slowdown?
- Replies: 79
- Views: 27735
Re: So, what actually causes slowdown?
The "Real time slow-motion" thing was supposed to be a nod to those blurbs that were on some NES boxes. Granted most BS blurbs started to become less common with the NES and they were common for 2nd gen games. But I still have a different way for how "bullet time" could be execut...
- Wed Feb 26, 2014 1:29 am
- Forum: NESdev
- Topic: So, what actually causes slowdown?
- Replies: 79
- Views: 27735
Re: So, what actually causes slowdown?
I don't see how slowdown could possibly exist in a puzzle game, or what purpose it would serve. As for MM9, of course they're going to reference the two most glaring weaknesses of the NES Mega Man games. They're flicker heavy (due to how the graphics are designed) and slowdown prone (due to the grap...
- Mon Feb 24, 2014 2:37 am
- Forum: NESdev
- Topic: So, what actually causes slowdown?
- Replies: 79
- Views: 27735
Re: So, what actually causes slowdown?
Alright, so I learned today that the SNES' is technically just a bit inferior overall than the Genesis due to data cycles and stuff I forgot about, but a large portion of the slowdown stemmed more from the lack of good know-how as compared to the Genesis; you could argue that the 65816 was a no-name...
- Sun Feb 23, 2014 8:41 pm
- Forum: NESdev
- Topic: So, what actually causes slowdown?
- Replies: 79
- Views: 27735
Re: So, what actually causes slowdown?
The SNES comment was simply a joke on how the SNES has many games with intense slowdown, almost to the point where every other game that's not an RPG suffers from it. Especially insulting since the SNES is a much stronger console, but the NES has some games that would probably slow down a lot if the...
- Sun Feb 23, 2014 6:55 pm
- Forum: NESdev
- Topic: So, what actually causes slowdown?
- Replies: 79
- Views: 27735
Re: So, what actually causes slowdown?
I'm so glad that my topic seems to have garnered many replies! As for the Kunio Kun game Koitsu mentioned, the abhorrent slowdown this game suffers is the main reason why I will never play the game. It looks cool and has some neat features, but the slowdown, oh my god. Thank you all, regardless, for...
- Sun Feb 23, 2014 12:49 pm
- Forum: NESdev
- Topic: So, what actually causes slowdown?
- Replies: 79
- Views: 27735
Re: So, what actually causes slowdown?
Speaking of framerates, modern games seem to have the ability to reduce their framerate when there's too much to process. Would it be possible to make an NES game run at, say 30FPS when there's too much to process, instead of simply slowing down? This will give the illusion that the game is moving f...
- Sat Feb 22, 2014 11:47 pm
- Forum: NESdev
- Topic: So, what actually causes slowdown?
- Replies: 79
- Views: 27735
Re: So, what actually causes slowdown?
It's considered bad practice to optimize code prematurely Thank you for your response. I always had a theory where, if I ever hired an NES development team, I'd require them to make the game work first, and then optimize the game code as much as possible. Forgot to mention, since Contra Force was e...
- Sat Feb 22, 2014 11:03 pm
- Forum: NESdev
- Topic: So, what actually causes slowdown?
- Replies: 79
- Views: 27735
So, what actually causes slowdown?
I apologize if this is the wrong section, or if this question shouldn't be asked at all. The NES biggest and most well known flaw was flicker, but another flaw that was somewhat persistent was slowdown. Slowdown seems to vary on a case by case scenario, and it appears you can't always pin the fault ...
- Thu Feb 20, 2014 7:19 pm
- Forum: Homebrew Projects
- Topic: My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress
- Replies: 10
- Views: 7437
Re: My Super Mario Bros 3 Hack - ROM Saves Player(s) Progres
Thank you for your hard work, this hack will be well appreciated. I haven't played All-Stars or Mario Advance 4 that much to remember how they worked, but does this hack, so to speak, "replicate" their save system?
- Wed Feb 19, 2014 8:24 pm
- Forum: NES Music
- Topic: Mega Man 1 Cover Playthrough/Remade (8-bit cover project)
- Replies: 5
- Views: 3229
Re: Mega Man 1 Cover Playthrough/Remade (8-bit cover project
Good effort, such a shame that this will only ever amount to a video. Such a shame that no one will ever learn how to efficiently make VRC6 music and ROMhack MM1 to use VRC6.
:^)
:^)
- Wed Feb 19, 2014 8:13 pm
- Forum: Homebrew Projects
- Topic: DENDYcompo II (My first NES program)
- Replies: 4
- Views: 5964
Re: DENDYcompo II (My first NES program)
This amazing, and like others said, I like track 5 the most! Are these all original compositions, or are some covers, as is the case with track 4 (apparently)? God bless those Chinese pirates for making the Dendy, and in turn being responsible for inspiring the Russians to become among the best NES ...
- Tue Feb 18, 2014 11:23 pm
- 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'm not musically (or anything really) inclined, so I guess you're right. If those sounds that rapidly switch from a series of notes are tremolos, then what would an effect similar to this be?
http://www.youtube.com/watch?v=QsEsaI3rdqk
http://www.youtube.com/watch?v=QsEsaI3rdqk
- Tue Feb 18, 2014 10:37 pm
- 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
Unless I'm mistaken, these games seem to do it.tepples wrote:You won't find this technique in Japanese-programmed games
Kid Icarus
Bubble Bobble Part 2
Final Fantasy III (NES)
Bad Dudes (though this is really rapid duty cycle swapping and not an actual arpeggio)
- Fri Aug 23, 2013 9:46 pm
- Forum: Homebrew Projects
- Topic: Famicom homebrew: Kira Kira Star Night
- Replies: 39
- Views: 24405
Re: Famicom homebrew: Kira Kira Star Night
Hey Hally, I've noticed that you're using 2ch's quoting system with the > arrows. Here in the USA, specifically on 4chan, it's referred to as >greentexting . I always thought it was called Usenet quoting . http://img266.imageshack.us/img266/4879/jokeq.png I am well aware that 2ch uses a relatively ...