NESICIDE2 Progress
Moderator: Moderators
New updates:

- - APU (Sound) system ported to libSDL to support cross-platform audio. It's not 100% yet but it's getter there.
- Emulator is now in it's own thread and does not affect the speed of the user interface.
- Source Code Designer has full syntax highlighting and line number counting.
- You can now create, delete, and rename source code items.
- Added setting in project properties to specify the 'root' source code file.
- Started implementation of the source assembler.
- Full load/save support for the project, as well as source code items.
- Started implementation of the emulator debugger windows and tools.

Just a reminder, we are on irc.freenode.net, channel #nesicide. We currently have 5-6 people on average there; The more people we have helping us test things as we go along -- and giving suggestions, the better this program will be when its done. We support all 3 platforms (and it most likely works on several other platforms too) so pretty much anyone with a PC can help us test.
I plan on building the first beta installers for mac, win, and (packages for) linux on xmas eve, and releasing it first thing on xmas day.
I plan on building the first beta installers for mac, win, and (packages for) linux on xmas eve, and releasing it first thing on xmas day.
Assembler support is well on its way as shown in the below screenshot. Most of the text you see in the debugger output is just informational while I write the assembler, and will be removed once the assembler is done (I have to see what it's doing right now :p). It already supports line number reporting of syntax errors, detection of labels, as well as opcode compilation for a few parameter types. Hopefully I'll be able to finish up the basic assembler support soon.
Lastly.. I plan on making the macro system work like NASM's macro system. I think that will add great flexibility and power to your code.

Lastly.. I plan on making the macro system work like NASM's macro system. I think that will add great flexibility and power to your code.

- Hamtaro126
- Posts: 785
- Joined: Thu Jan 19, 2006 5:08 pm
Sorry if this is a bump, But should I suggest:
a Sprite Editor with a option to use thier own Mapable/Custom Sprite Formats?
Also a 2-type MetaTile editor for Hacks and Homebrews: SMB-style format and Normal Format, with size options: 2x2, 4x4, 8x8, 16x16 and 32x32 metatiles.
Just so people can use these as easy tools for faster project completion.
a Sprite Editor with a option to use thier own Mapable/Custom Sprite Formats?
Also a 2-type MetaTile editor for Hacks and Homebrews: SMB-style format and Normal Format, with size options: 2x2, 4x4, 8x8, 16x16 and 32x32 metatiles.
Just so people can use these as easy tools for faster project completion.
AKA SmilyMZX/AtariHacker.
Every word processor had its own format for rich text until everyone standardized on interchange formats: RTF, HTML, then ODF. Likewise, every image editor had its own format for bitmaps until everyone standardized on interchange formats: BMP, then PNG. And every digital camera had its own protocol for connecting to a PC until USB came around and cameras pretended to be hard drives.
Ideally, everyone could standardize on some common format for a display list, and NESICIDE could edit this format. Then anyone wanting a more compact format could write something in Python or C++ or VB to convert it. Likewise, developers of CHR RAM games standardized on a format identical to CHR ROM for storage of tiles in PRG ROM, although some used a more compact representation such as RLE (e.g. Contra), 1bpp (e.g. the font in Jeopardy!), or a more sophisticated codec (e.g. Bee 52).
Ideally, everyone could standardize on some common format for a display list, and NESICIDE could edit this format. Then anyone wanting a more compact format could write something in Python or C++ or VB to convert it. Likewise, developers of CHR RAM games standardized on a format identical to CHR ROM for storage of tiles in PRG ROM, although some used a more compact representation such as RLE (e.g. Contra), 1bpp (e.g. the font in Jeopardy!), or a more sophisticated codec (e.g. Bee 52).
But like Hamtaro said, it would make the process faster when the programmer doesn't already have their own format. And if the editor and format is good enough, it may even be tempting to switch over to it unless you've already created a ton of data otherwise (which most of us haven't, I'm sure).
I'd considered coding an animation displayer thing, but was still planning on writing the frames out by hand (well, and using macros when appropriate).
I'd considered coding an animation displayer thing, but was still planning on writing the frames out by hand (well, and using macros when appropriate).
Last edited by Memblers on Sun Dec 20, 2009 4:03 pm, edited 1 time in total.
- Hamtaro126
- Posts: 785
- Joined: Thu Jan 19, 2006 5:08 pm
#2, an OAM editor, for use with the OAM data structurestepples wrote:What is a "sprite editor"? Is it a tile editor (of which there are many)? Or is it an editor to create (x, y, tilenumber) data structures that get inserted into OAM?
(Y, Tile, Attribute, and X are the actual format for NES OAM)
AKA SmilyMZX/AtariHacker.
- cpow
- NESICIDE developer
- Posts: 1097
- Joined: Mon Oct 13, 2008 7:55 pm
- Location: Minneapolis, MN
- Contact:
So you would like something like a canvas to place sprite tiles onto and move around at-will until you get it "just right" and then the ability to click a button and have it gen a sprite list for you fit for blasting into OAM? If I understand you correctly, then this type of thing is indeed on my list of features. I would also like it to be able to animate so you can test sprite movements without having to code them! Then a 'tutorial' might take such a list of sprite data and 'play' your sprite for you on the emulator with code.Hamtaro126 wrote:#2, an OAM editor, for use with the OAM data structurestepples wrote:What is a "sprite editor"? Is it a tile editor (of which there are many)? Or is it an editor to create (x, y, tilenumber) data structures that get inserted into OAM?
(Y, Tile, Attribute, and X are the actual format for NES OAM)


