Search found 14 matches
- Fri Jul 11, 2014 9:59 pm
- Forum: Homebrew Projects
- Topic: robotfindskitten Port release
- Replies: 16
- Views: 10422
Re: robotfindskitten Port release
Got bored tonight and was able to pretty quickly add a variable number of NKIs, from 0 (only kitten is generated. This might vaguely violate the RFC but I like it anyway) to 43. Over this I get some kind of weird corruption where my NKIs move around randomly, especially when touching others or movin...
- Fri Jul 11, 2014 7:29 pm
- Forum: Homebrew Projects
- Topic: robotfindskitten Port release
- Replies: 16
- Views: 10422
Re: robotfindskitten Port release
Very nice! I was debating whether to use three lines at the top and bottom for robot 1 and robot 2, or splitting them up half and half and using six at the top. The proportional font really compresses the length! The main reason I chose to set it up the way I did (no horizontal line, for example) wa...
- Fri Jul 11, 2014 5:08 pm
- Forum: Homebrew Projects
- Topic: robotfindskitten Port release
- Replies: 16
- Views: 10422
Re: robotfindskitten Port release
Huh. Oddly enough I'd missed the RFC in the download list, embarrassingly enough. That might have tweaked the final design, but ah well. NES games were often... adapted for the platform anyway :D I'd worked a bit on implementing runtime NKI count selection, but I spent a lot of time chasing a bug th...
- Thu Jul 10, 2014 5:30 am
- Forum: Homebrew Projects
- Topic: robotfindskitten Port release
- Replies: 16
- Views: 10422
Re: robotfindskitten Port release
I finally got around to packaging up the source and stuck it up at http://iamscott.net/rfk/rfk-src.zip . Also threw up a quick page at http://iamscott.net/rfk . The source could still use a little more cleanup; I made an attempt to at least comment everything but there's a couple vestiges of leftove...
- Tue Jul 08, 2014 8:36 am
- Forum: Homebrew Projects
- Topic: robotfindskitten Port release
- Replies: 16
- Views: 10422
Re: robotfindskitten Port release
I'll take a look. I don't have a spare CHR-RAM right now but I'm sure I could find a donor somewhere. I've done a couple MMC3 repros so I'm sure I can handle it. I've also made a real cartridge of this, and I'm seeing a strange background color problem on the text. I've tried it in a couple differen...
- Mon Jul 07, 2014 9:05 pm
- Forum: Homebrew Projects
- Topic: robotfindskitten Port release
- Replies: 16
- Views: 10422
Re: robotfindskitten Port release
Do you plan on making source code available? Otherwise I might have to start my own RFK port from scratch. I've submitted it to robotfindskitten.org as an official port, which requires the source to be gpl. So it'll be available there once it's posted. I'm working on getting a q&d webpage up ab...
- Mon Jul 07, 2014 5:39 pm
- Forum: NESdev
- Topic: Getting better random numbers with Shiru's C lib?
- Replies: 9
- Views: 4435
Re: Getting better random numbers with Shiru's C lib?
Thank you. It works in FCEUX. I noticed the 20K of NKIs in the ROM; how did you determine what to include and what to leave out? So is it OK to make and sell copies of this game on the next community multicart ? I've just reuploaded a slightly updated version to http://iamscott.net/robotfindskitten...
- Mon Jul 07, 2014 5:35 pm
- Forum: Homebrew Projects
- Topic: robotfindskitten Port release
- Replies: 16
- Views: 10422
Re: robotfindskitten Port release
You're right, it would have been cut off if I'd put it on a cart. Did some comparison with other games and I misunderstood how the emulator was presenting it. I've also corrected a bug with bounds checking that let robot move too far up. Good catch and thanks for the advise; I'm still brand new to t...
- Mon Jul 07, 2014 4:48 pm
- Forum: Homebrew Projects
- Topic: robotfindskitten Port release
- Replies: 16
- Views: 10422
Re: robotfindskitten Port release
Hmm, I thought I'd accounted for that (I'm in an NTSC territory myself), but that's a fair point. I'll have to do some more testing and perhaps adjust it. I'll be putting it on a real cartridge, perhaps tonight, so I'll be able to test it on actual hardware. I'll definitely tweak it if it looks like...
- Sun Jul 06, 2014 8:30 pm
- Forum: Homebrew Projects
- Topic: robotfindskitten Port release
- Replies: 16
- Views: 10422
robotfindskitten Port release
Hey folks! Decided to dive into NES development a bit, and started with Shiru's C setup to get my feet wet. I've completed my first project, a port/version of robotfindskitten (it's virtually 100% new code, so I'm not sure "port" fits). More information about it can be found at http://robo...
- Sun Jul 06, 2014 7:56 pm
- Forum: NESdev
- Topic: Getting better random numbers with Shiru's C lib?
- Replies: 9
- Views: 4435
Re: Getting better random numbers with Shiru's C lib?
Absolutely! I'd be honored to be included! I plan on making my own cart of it myself once I get a label figured out - I can do coding, eproms, soldering, and such, but artistic skill eludes me. So I stick with what I'm good at.
- Sun Jul 06, 2014 6:56 pm
- Forum: NESdev
- Topic: Getting better random numbers with Shiru's C lib?
- Replies: 9
- Views: 4435
Re: Getting better random numbers with Shiru's C lib?
The updated RNG worked great. Thanks rainwarrior! This pretty much completes my robotfindskitten port; I've submitted it to the website. I've uploaded the rom to http://iamscott.net/robotfindskitten.nes if anyone wants to try it out. Nothing super fancy by the standards of some of the things I've se...
- Sun Jul 06, 2014 11:03 am
- Forum: NESdev
- Topic: Getting better random numbers with Shiru's C lib?
- Replies: 9
- Views: 4435
Re: Getting better random numbers with Shiru's C lib?
Thanks for the replies, this is some great info. It's always interesting getting into something new and figuring out the nuances. I'll likely be digging into nerdy night's stuff stuff soon; I've done a very very little bit of 6502 ASM as a kid on Atari 8-bit but it's been literally fifteen or twenty...
- Sun Jul 06, 2014 9:09 am
- Forum: NESdev
- Topic: Getting better random numbers with Shiru's C lib?
- Replies: 9
- Views: 4435
Getting better random numbers with Shiru's C lib?
I've recently jumped into the world of NES development, and since I know a little C I decided to start with it. So far it's gone great and I'm about 99% done with my first project with it, but I'm having a little trouble getting my random numbers to be very random. I know getting anything close to t...