Search found 172 matches

by slembcke
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...
by slembcke
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...
by slembcke
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...
by slembcke
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...
by slembcke
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...
by slembcke
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...
by slembcke
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...
by slembcke
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.
by slembcke
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...
by slembcke
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. :D 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. :-\
by slembcke
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 ...
by slembcke
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!
by slembcke
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.
by slembcke
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...
by slembcke
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 ...