Search found 172 matches
- Thu Aug 16, 2018 3:44 pm
- Forum: NESdev
- Topic: Fixed point math for scrolling games
- Replies: 9
- Views: 4091
Re: Fixed point math for scrolling games
Sounds like 16.8 is the way to go then. I found some random stuff on the internet that talked about using 12.4 fixed point, but it seems like a bad idea in this case. I was just wondering if there was something I was missing. How many bytes are you really saving when using more tightly packed scheme...
- Thu Aug 16, 2018 11:48 am
- Forum: NESdev
- Topic: Fixed point math for scrolling games
- Replies: 9
- Views: 4091
Fixed point math for scrolling games
I have some experience writing physics engines (Chipmunk2D), and want to try and see how far I can go with that on the NES. So far I've gotten circle-circle and circle-line collisions working with reasonable performance, and am working on reducing it further with some small lookup tables. My end goa...
- Sat Aug 11, 2018 8:43 am
- Forum: NESdev
- Topic: Best practice when updating entire nametable
- Replies: 28
- Views: 8169
Re: Best practice when updating entire nametable
Good to know about switching the PPU during the frame. I've just been ignoring the glitch for now, but was wondering if it would go away if I did it during vblank. Side note: If you are using a jump pointer, make sure that you change the pointer early in the frame. You would crash the CPU if the NMI...
- Fri Aug 10, 2018 11:11 pm
- Forum: General Stuff
- Topic: Best Version of Windows?
- Replies: 107
- Views: 34173
Re: Best Version of Windows?
So Linux is the best version of Windows? 'k. LOL, the these sorts of threads. I don't care which version of Windows is the best one if it's not the latest one since there's no point in trying to keep old versions running when MS really doesn't want you to. I had a bad enough experience with Windows...
- Thu Aug 09, 2018 11:39 am
- Forum: General Stuff
- Topic: Best Version of Windows?
- Replies: 107
- Views: 34173
Re: Best Version of Windows?
I don't think it will ever be "year of the Linux desktop", and I don't really care honestly. :p 10-15 years ago I was sort of frustrated with Linux in that I liked a lot of things about it, but there were a lot of really frustrating things (I'm sure people can imagine a list, lol). My rece...
- Mon Aug 06, 2018 10:13 pm
- Forum: General Stuff
- Topic: Best Version of Windows?
- Replies: 107
- Views: 34173
Re: Best Version of Windows?
So I've never been much of a Windows guy. OS X was awesome to me for a long time because it was a more mainstream Unix system. I've always kept a Windows computer (or a VM) around for some random software that I needed to run, but it was always just an expensive extra to me. I'll use Windows for con...
- Wed Aug 01, 2018 8:39 am
- Forum: NESdev
- Topic: Finished: TBA block stacking game
- Replies: 11
- Views: 6592
Re: Finished: TBA block stacking game
I finally got a NES for myself so I can stop borrowing one for testing. Other than a fixable known issue with picking up large stacks and running out of vblank time it seems to run great. :D The guy that composed the music for the original game was hoping to have time to throw a tune together for it...
- Tue Jul 31, 2018 11:58 am
- Forum: NESdev
- Topic: Finished: TBA block stacking game
- Replies: 11
- Views: 6592
Re: Finished: Unnamed block stacking game
ROT13 name: Gernfher Fgnpx
It's not a secret that I'm working on the game with them. They've mentioned me in their official Twitter feed. The existence of the NES version isn't really a secret either, but I was hoping it could be a fun marketing stunt or something.
It's not a secret that I'm working on the game with them. They've mentioned me in their official Twitter feed. The existence of the NES version isn't really a secret either, but I was hoping it could be a fun marketing stunt or something.
- Tue Jul 31, 2018 11:02 am
- Forum: NESdev
- Topic: Finished: TBA block stacking game
- Replies: 11
- Views: 6592
Re: Finished: Unnamed block stacking game
Not sure how intentional this is, but here's a fun gif: You end up in the wall for a bit, but it's not long term game breaking so it might be fine. A known issue, but yeah it didn't seem game breaking enough to fix. :p Hitting Turbo A makes you jump higher for some reason? Hmm. That I might want to...
- Mon Jul 30, 2018 9:47 pm
- Forum: Homebrew Projects
- Topic: New Game for the Game Boy: INTO THE BLUE
- Replies: 29
- Views: 17177
Re: New Game for the Game Boy: INTO THE BLUE
Lovely game.
I played it for a good hour, and was getting the hang of the strategy I think.
This makes me want to try a bit of GB dev now too. Easily my favorite handheld ever, I still have mine next to my bed 25+ years later. I've just never found myself to find Z80 assembly fun though. :-\
This makes me want to try a bit of GB dev now too. Easily my favorite handheld ever, I still have mine next to my bed 25+ years later. I've just never found myself to find Z80 assembly fun though. :-\
- Mon Jul 30, 2018 9:22 pm
- Forum: NESdev
- Topic: Finished: TBA block stacking game
- Replies: 11
- Views: 6592
Finished: TBA block stacking game
http://files.slembcke.net/temp/NESStack.jpg https://youtu.be/mLVJr026230 So I've been working as a contractor on a game project for a local company. Everything about the game was ripe for a NES port, so as a weird joke, I decided to demake it for the NES. Tada! I think it turned out pretty good. I ...
- Wed Jul 25, 2018 12:15 pm
- Forum: NESdev
- Topic: cc65 CONDES
- Replies: 9
- Views: 2189
Re: cc65 CONDES
Good to know. I've actually been wondering the same thing, and it's been on my TODO list to dig into that for a few months. Thanks!
- Mon Jul 23, 2018 11:18 am
- Forum: NESdev
- Topic: Nestopia (OSX) and Battery .SAV Files - solved!
- Replies: 2
- Views: 9149
Re: Nestopia (OSX) and Battery .SAV Files - solved!
Sorry to resurrect a zombie thread, but this was super helpful.
For posterity, the file format is gzip. I'm using the PRG RAM to record input for a game so I can play it back as an attract mode. Then I can just drop the .sav file into my makefile and build away.
For posterity, the file format is gzip. I'm using the PRG RAM to record input for a game so I can play it back as an attract mode. Then I can just drop the .sav file into my makefile and build away.
- Tue Jul 17, 2018 12:58 pm
- Forum: NESdev
- Topic: Little coroutine lib for cc65. (In progress)
- Replies: 3
- Views: 3154
Re: Little coroutine lib for cc65. (In progress)
I made good progress on this recently. Coroutines are initialized/called by passing a pointer to their stack buffer, and I managed to refactor it a bit so the code size is still barely over 200 bytes. It's reasonably efficient, at about 600 cycles to resume + yield. I certainly wouldn't make one for...
- Mon Jul 16, 2018 5:15 pm
- Forum: NESdev
- Topic: Randomizing block permutations for a color matching game.
- Replies: 7
- Views: 2499
Re: Randomizing block permutations for a color matching game
So far I've been terribly happy with that modified LRU algorithm. The "key" blocks in this game should be fairly spread out, and the way it works feels really good. Rerolling: That's also really interesting... I was pondering how to do that fairly. Kind of obvious in retrospect, basically ...