Search found 46 matches
- Sun Feb 21, 2016 11:14 pm
- Forum: Homebrew Projects
- Topic: Long-term goal: a Metal Gear-like game for NES
- Replies: 18
- Views: 9938
Long-term goal: a Metal Gear-like game for NES
Americans were first introduced to the Metal Gear series through the NES port of Metal Gear , originally for the MSX computer. The game was hastily made without Hideo Kojima's oversight and it most definitely shows; there are plenty of frustrating quirks and poor game design choices made in the deve...
- Wed Feb 17, 2016 6:21 pm
- Forum: NES Music
- Topic: Help needed: Making a song less dominant and softer
- Replies: 2
- Views: 4647
Re: Help needed: Making a song less dominant and softer
My composer created the level theme for my game, but I think it sounds a bit too dominant. I'd prefer a soundtrack that plays more in the background and is overall softer. The boss battle theme and the title screen music can be harder, but the level theme is the one that plays most of the time and ...
- Wed Feb 03, 2016 5:53 pm
- Forum: NESdev
- Topic: Questions about the Slowdown Effect
- Replies: 10
- Views: 3847
Re: Questions about the Slowdown Effect
The CPU doesn't slow down at all. It's just that the game has exceeded the complexity of what can be done in a single frame, and those calculations need an additional frame to complete. Where is that quote from anyway? Someone has a severe misunderstanding of what's going on. This quote was written...
- Wed Feb 03, 2016 3:54 pm
- Forum: NES Graphics
- Topic: Is it possible to add new colors to the palette?
- Replies: 24
- Views: 15437
Re: Is it possible to add new colors to the palette?
That's what I call "gaming on the edge".tokumaru wrote:The calibration screen should be interesting... "Press A until the picture looks correct OR your NES explodes"
- Wed Feb 03, 2016 3:54 pm
- Forum: NESdev
- Topic: Questions about the Slowdown Effect
- Replies: 10
- Views: 3847
Questions about the Slowdown Effect
Normally, the NES will perform at a steady framerate of 60 frames per second (fps) in ~1.79 MHz CPUs and 50 fps in ~1.66 MHz CPUs to match its respective NTSC and PAL format standards. However, when the game ROM’s PRG becomes too much for the CPU to process it can either cause glitches and/or crash...
- Wed Feb 03, 2016 3:46 pm
- Forum: NES Music
- Topic: Implementing Original Music for Nintendo & Sega Game Dev
- Replies: 44
- Views: 23391
Re: Implementing Original Music for Nintendo & Sega Game Dev
Gradualore's GGSound was used in Super Bat Puncher (which is an outstanding game with outstanding music) I'd be honored if this were true, and surprised I didn't know because I conversed fairly often with miau back when he was developing that. Haha! I'm amused I'm still referred to as Gradualore. I...
- Tue Feb 02, 2016 11:29 am
- Forum: NES Graphics
- Topic: Is it possible to add new colors to the palette?
- Replies: 24
- Views: 15437
Is it possible to add new colors to the palette?
Say you want a shade of red that is simply not on the predetermined 64-color palette of the NES. Would it be possible to create new colors for the PPU to display? I assume this would be done, if possible, through the use of custom-made mappers. http://bobrost.com/nes/files/NES_Palette.png Or are map...
- Mon Feb 01, 2016 12:09 pm
- Forum: NES Music
- Topic: Implementing Original Music for Nintendo & Sega Game Dev
- Replies: 44
- Views: 23391
Re: Implementing Original Music for Nintendo & Sega Game Dev
FamiTracker (and trackers in general) use the computer keyboard to simulate a piano roll pretty analogously, so it comes naturally from a pianist persepctive. The rest of it is using math to place out the rhythms of each note/sample. I also use programs like Reason and MuseScore to make music. You ...
- Mon Feb 01, 2016 11:45 am
- Forum: NES Music
- Topic: Implementing Original Music for Nintendo & Sega Game Dev
- Replies: 44
- Views: 23391
Re: Implementing Original Music for Nintendo & Sega Game Dev
My questions aren't so much as to what technological madness can be done on the NES, it's how to put music ON the NES game. Basically, the answer seems to be "You'll have to figure it out; here's some tools to help you figure it out." So I offered in one of my posts a thing that lets you ...
- Sun Jan 31, 2016 6:09 pm
- Forum: NES Music
- Topic: Implementing Original Music for Nintendo & Sega Game Dev
- Replies: 44
- Views: 23391
Re: Implementing Original Music for Nintendo & Sega Game Dev
Let's move past what CAN be done... If you're interested in making 80s style chiptunes, for use on NES (etc), then restrict yourself to the commonly used sounds. Sure, you could Mod a cart to play an MP3, but where's the nostalgia in that? It won't feel like an NES game/song. My questions aren't so...
- Sun Jan 31, 2016 6:07 pm
- Forum: NES Music
- Topic: Implementing Original Music for Nintendo & Sega Game Dev
- Replies: 44
- Views: 23391
Re: Implementing Original Music for Nintendo & Sega Game Dev
tepples and I were talking about this in IRC the other day. I offered him my outsider's opinion, and I'm curious to see what others would think. I haven't truly delved into famitracker yet, but from what I've seen, the interface doesn't seem particularly musical to me. When I think of laying out mu...
- Sun Jan 31, 2016 4:48 pm
- Forum: NES Music
- Topic: Implementing Original Music for Nintendo & Sega Game Dev
- Replies: 44
- Views: 23391
Re: Implementing Original Music for Nintendo & Sega Game Dev
I feel really out-of-place here because I'm having trouble keeping up with this tech jargon. :? What don't you understand? ...Please tell me you at least know what a "byte" is, or "RAM"... A byte is a unit of data and RAM stands for Random Access Memory (or Random Access Memorie...
- Sun Jan 31, 2016 3:52 pm
- Forum: NES Music
- Topic: Implementing Original Music for Nintendo & Sega Game Dev
- Replies: 44
- Views: 23391
Re: Implementing Original Music for Nintendo & Sega Game Dev
So that means that I could essentially write a 20-minute prog rock magnum opus for the 2A03 while adhering technically to the limitations of FamiTone2, GGSound, or whatever format the dev requires for his game and I'll have no problems? Yes, if there's enough space. But in practice, a 20-minute com...
- Sun Jan 31, 2016 12:44 am
- Forum: NES Music
- Topic: Implementing Original Music for Nintendo & Sega Game Dev
- Replies: 44
- Views: 23391
Re: Implementing Original Music for Nintendo & Sega Game Dev
There are also my improvements to ppMCK (tail-call optimizations, as well as * and ? commands), which is also possible in case you want to use MML. Also note that ppMCK is really meant for making .NSF rather than for games, although the output could be adapted for such use, I suppose. If it's able ...
- Sat Jan 30, 2016 11:43 pm
- Forum: NES Music
- Topic: Implementing Original Music for Nintendo & Sega Game Dev
- Replies: 44
- Views: 23391
Re: Implementing Original Music for Nintendo & Sega Game Dev
Note that FamiTone supports only a limited set of features from FamiTracker, so it's a good idea to familiarize yourself with the limitations, and to test early and often with the music actually running in FamiTone. I actually did look into that and I wrote out each limitation in FamiTracker in the...