Search found 101 matches

by Lucradan
Mon Feb 12, 2018 2:59 pm
Forum: NES Music
Topic: Composer prepared to work!
Replies: 1
Views: 5559

Re: Composer prepared to work!

My game could use some music. I have no musical talent, so I have avoided it like the plague. I'm looking for something for a Japanese themed Final Fantasy style RPG. For a reference, I like the tempo and style of music here found here. https://youtu.be/hOW_UqfdAY4 HeroHomeOutside.bmp HeroHomeInside...
by Lucradan
Mon Feb 05, 2018 4:23 pm
Forum: Newbie Help Center
Topic: Mapper Suggestions
Replies: 14
Views: 5279

Re: Mapper Suggestions

Yeah, that's basically just not happening. Balancing your very limited vblank time is part of what makes the NES the NES. Didn't figure as much but I don't know enough about all the advanced mappers to know better. Hence why I wrote the post. I think I can do all the CHRRAM writes in VBLANK in piec...
by Lucradan
Mon Feb 05, 2018 4:15 pm
Forum: Newbie Help Center
Topic: Mapper Suggestions
Replies: 14
Views: 5279

Re: Mapper Suggestions

Is Fantasy Flight Games involved with this adaptation of L5R ? They are not involved with development, but are very much aware. I thought the logo looked familiar! All i know is they have formed a new(er) digital develoment division recently. As long as I stay on the NES medium and get IP permissio...
by Lucradan
Mon Feb 05, 2018 4:03 pm
Forum: Newbie Help Center
Topic: Mapper Suggestions
Replies: 14
Views: 5279

Re: Mapper Suggestions

The MMC3 TKROM looks like it gives me a sufficient amount of PRG/CHR ROM and a battery save option. Ideally I would love something with CHR RAM bank switching and the ability to let the CPU write to the unused CHR RAM banks outside of VBLANK and/or without PPU rendering disabled. Maybe there is a be...
by Lucradan
Mon Feb 05, 2018 2:20 pm
Forum: Newbie Help Center
Topic: Mapper Suggestions
Replies: 14
Views: 5279

Mapper Suggestions

I'm working on an new RPG game for the NES in the style of Final Fantasy / Adventures of Musashi and am looking for suggestions on which would be the best mapper to use. Currently I'm using CHR RAM but I am finding that copying all the tile information from PRG ROM to CHR RAM is a big waste of valua...
by Lucradan
Wed Jan 31, 2018 12:15 pm
Forum: Newbie Help Center
Topic: NESST Metasprite Help
Replies: 11
Views: 4137

NESST Metasprite Help

I've seen many people using NESST to Metasprite builder to create a sprite. I, however, have never been able to get it to work. I've tried dragging tiles from the tileset to the metasprite control, but nothing happens. Tried Copy/Paste. Nothing. Tried dropping it into the Sprite list. Nothing. I'm d...
by Lucradan
Tue Jan 16, 2018 9:38 am
Forum: Newbie Help Center
Topic: Smooth Screen Transitions
Replies: 13
Views: 3521

Re: Smooth Screen Transitions

So I've realized that I can't do the palette fade option because the frame and text use the same palette. Will have to go with the 2 screen option.
by Lucradan
Tue Jan 16, 2018 9:35 am
Forum: Newbie Help Center
Topic: AMS6 Include Across Folders
Replies: 9
Views: 3316

Re: AMS6 Include Across Folders

Removing the first slash fixed the problem, thanks.
by Lucradan
Sun Jan 14, 2018 4:53 pm
Forum: Newbie Help Center
Topic: Smooth Screen Transitions
Replies: 13
Views: 3521

Re: Smooth Screen Transitions

You all are a bit higher level than me, but you have given me a lot to chew on. Right now I've got each page of the cutscene with its own independent loader code, name tables, chr tables, etc. Just to see that each page looks right. I've got to eventually merge it all together into something much mo...
by Lucradan
Sun Jan 14, 2018 4:17 pm
Forum: Newbie Help Center
Topic: Smooth Screen Transitions
Replies: 13
Views: 3521

Re: Smooth Screen Transitions

About how much (bytes) can be written to the ppu during vblank? I know this depends heavily on the efficiency of the algorithm and what else needs to happen in the vblank. Do you manage a PPU Stack in CPU Memory? And if so, what is you encoding? I was thinking 3 bytes, High Address, Low Address, New...
by Lucradan
Sun Jan 14, 2018 3:28 pm
Forum: Newbie Help Center
Topic: Smooth Screen Transitions
Replies: 13
Views: 3521

Smooth Screen Transitions

What are some idea to prevent the flashing effect between screens that require large amounts of PPU writes (enough where you have to disable rendering). I have an opening cutscene to an RPG I'm working on. Moving from one page to the next causes the screen to flash with the universal backgound color...
by Lucradan
Thu Jan 11, 2018 5:41 pm
Forum: Newbie Help Center
Topic: AMS6 Include Across Folders
Replies: 9
Views: 3316

AMS6 Include Across Folders

I want to better organize my game assets so I placed them into directories. However, I cant seem to get ASM6 to access the files. Any advice? Here is what I was hoping ASM6 would let me do... DAT.TITLE.Background.Tiles: incbin "/TILE/TITLE.chr" DAT.TITLE.Background.Nametable: incbin "...
by Lucradan
Wed Jan 10, 2018 12:32 pm
Forum: NES Graphics
Topic: Software Recommendations
Replies: 15
Views: 14253

Re: Software Recommendations

Can only do this if the tool is told which is supposed to be background beforehand though. That's part of the difficulty. In the image above I choose the the sprites to be the red of the woman's dress along with some supporting sprites along the attribute block transition between the two characters...
by Lucradan
Wed Jan 10, 2018 12:25 pm
Forum: NES Graphics
Topic: Software Recommendations
Replies: 15
Views: 14253

Re: Software Recommendations

...is there a multilayered NESST? O_O Well, no. But the two layers of the image (background and sprites) have to be pulled into into NESST. I then use code to perfectly position the sprites DAT.OriginStory.Sprites.Total = 35 DAT.OriginStory.Sprites: .db #$3F, #$00, #%00000000, #$44 .db #$4B, #$01, ...
by Lucradan
Wed Jan 10, 2018 11:07 am
Forum: NES Graphics
Topic: Software Recommendations
Replies: 15
Views: 14253

Software Recommendations

I'm spending way too much time converting from MSPaint bitmap images to multilayered NES Screen Tool (background + sprites) and to ASM6 code. The result looks great, but there has to be a better way. The image below I did by hand and took a background image with 35 sprites to get right. A smarter al...