Happy Birthday dear Fami...
Moderator: Moderators
-
- Posts: 63
- Joined: Mon Jul 07, 2008 7:40 pm
Happy Birthday dear Fami...
Happy birthday to you!
July 15 is the Famicom's 25th birthday. I figured a while back that the dev scene needed a little something fresh to commemorate the event. Admittedly, I kinda one-upped myself with Mandelbrot Set, but whatever. Enjoy a dose of 8-bit nostalgia anyway.
Here's to 25 years of the Gray Screen of Death!
July 15 is the Famicom's 25th birthday. I figured a while back that the dev scene needed a little something fresh to commemorate the event. Admittedly, I kinda one-upped myself with Mandelbrot Set, but whatever. Enjoy a dose of 8-bit nostalgia anyway.
Here's to 25 years of the Gray Screen of Death!
i wish there would be a screenshot, they always give a first impression without wasting too much time...
Kojote
http://www.pdroms.de - Homebrew news for consoles & handelds
http://www.retroguru.com - Retroguru Game Development
http://www.speckdrumm.org - Speckdrumm - Austrian Demogroup
http://www.retromagazine.eu - Retro - German Retrogaming Print-Magazine
http://www.pdroms.de - Homebrew news for consoles & handelds
http://www.retroguru.com - Retroguru Game Development
http://www.speckdrumm.org - Speckdrumm - Austrian Demogroup
http://www.retromagazine.eu - Retro - German Retrogaming Print-Magazine
Heehee. That made my day.
I fully expect a vocal version of this in the near future! Someone get cracking!
I fully expect a vocal version of this in the near future! Someone get cracking!
- BMF
RuSteD LOgIc
RuSteD LOgIc
Check the name of the author of the first game listed here and compare it to the name of the person who made this ROM:Dwedit wrote:Why is there a sack of flour in the pattern tables?
http://bobrost.com/nes/games.php
A shout out of sorts, I'd gather hehe
Also as a side note, I noticed this doesn't work properly in Nintendulator, but it seems to in Nestopia. When I was developing Tic-Tac XO, I was having issues with the sound dragging in Nestopia which wasn't happening in Nintendulator. When it was tested on an NES, the drag WOULD happen as heard in Nestopia. With this ROM not working properly in Nintendulator, and my sound problem I had not showing up in Nintendulator, I'm wondering if it's actually what I should be testing my stuff on (until I get the courage to get that CopyNES installed, anyway... soldering/desoldering... ugh).
EDIT: Oops, meant to add that I'm not sure how this would run on an NES either though, but the Nintendulator thing has been in the back of my mind as I work on things.
Thanks for the first impression I might just download a NES emu now and try on my ownblargg wrote:Here's one:
Just remember that first impressions are often misleading...
Kojote
http://www.pdroms.de - Homebrew news for consoles & handelds
http://www.retroguru.com - Retroguru Game Development
http://www.speckdrumm.org - Speckdrumm - Austrian Demogroup
http://www.retromagazine.eu - Retro - German Retrogaming Print-Magazine
http://www.pdroms.de - Homebrew news for consoles & handelds
http://www.retroguru.com - Retroguru Game Development
http://www.speckdrumm.org - Speckdrumm - Austrian Demogroup
http://www.retromagazine.eu - Retro - German Retrogaming Print-Magazine
-
- Posts: 63
- Joined: Mon Jul 07, 2008 7:40 pm
Thanks, all
Yes, I am one of the select few to actually take Bob Rost's class, and indeed have now tracked into the same grad program he went through, after doing a similar NES-related capstone in undergrad. I've been leaving Sack in the chr map partly as a nod to Bob when I have the space, and partly because for most of my text work, his original ascii chr is a nice starting point.
My website does include exactly the screenshot blargg posted for exactly his posted reason, but I didn't want to make everyone scroll through a dozen Panda3D and Mac binaries just to get to a couple NES tech demos.
Painguin is in fact possibly the coolest game to come out of the class, but it seems to break on newer (more accurate?) emulators. Is it okay on hardware?
Having monitored Nestopia's development on emuscene/macscene for a while, I'm reasonably convinced that it's a decent gold standard for real hardware. It's fun to hear this did run on a real NES, but I do wonder about the gray text. Maybe I need to do some redundant setting of the palette, or make doubly sure I'm not in grayscale mode. I'd be curious how HexS and Mandelbrot hold up on hardware.
Finally, re: a full vocal version, NO Someone can crunch the math on how big a ROM that would need to be even at the DMC's lowest setting. As is, I think the clip is taking up about as much alone as the entirety of some of the other waveform channel data. I'll leave the classic cartridge full vocal treatment to Tales of Phantasia, thank you!
Yes, I am one of the select few to actually take Bob Rost's class, and indeed have now tracked into the same grad program he went through, after doing a similar NES-related capstone in undergrad. I've been leaving Sack in the chr map partly as a nod to Bob when I have the space, and partly because for most of my text work, his original ascii chr is a nice starting point.
My website does include exactly the screenshot blargg posted for exactly his posted reason, but I didn't want to make everyone scroll through a dozen Panda3D and Mac binaries just to get to a couple NES tech demos.
Painguin is in fact possibly the coolest game to come out of the class, but it seems to break on newer (more accurate?) emulators. Is it okay on hardware?
Having monitored Nestopia's development on emuscene/macscene for a while, I'm reasonably convinced that it's a decent gold standard for real hardware. It's fun to hear this did run on a real NES, but I do wonder about the gray text. Maybe I need to do some redundant setting of the palette, or make doubly sure I'm not in grayscale mode. I'd be curious how HexS and Mandelbrot hold up on hardware.
Finally, re: a full vocal version, NO Someone can crunch the math on how big a ROM that would need to be even at the DMC's lowest setting. As is, I think the clip is taking up about as much alone as the entirety of some of the other waveform channel data. I'll leave the classic cartridge full vocal treatment to Tales of Phantasia, thank you!
Er, I meant as an MP3 or similar stand-alone audio file...guess I should've said so.LoneKiltedNinja wrote:Finally, re: a full vocal version, NO Someone can crunch the math on how big a ROM that would need to be even at the DMC's lowest setting.
- BMF
RuSteD LOgIc
RuSteD LOgIc
-
- Posts: 214
- Joined: Sun Apr 01, 2007 2:10 pm
I just notice The Adventures of Lex and Grim used Startropics2 tiles for it's floor, because that's what I used on this Startropics game I'm making...Roth wrote:Check the name of the author of the first game listed here and compare it to the name of the person who made this ROM:Dwedit wrote:Why is there a sack of flour in the pattern tables?
http://bobrost.com/nes/games.php
Here to at least get an idea of how the NES works. I mean I know alot of the basic things, but this place'll help me grasp more how NES functions.
Major respect to NES developers.