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ShootNES: Early Alpha Release of GPL'ed Space Shooter

Posted: Tue Mar 08, 2011 1:46 pm
by qbradq
Hello all! I am proud to show you all my first alpha release of ShootNES, a space shooter released under the GNU GPL V3. It's written in Ophis (the latest version of P65) and ain't what you would call clean. I welcome any comments and advice.

The project page for this game is on my Google Sites page with downloads for the ROM and source.

Project Page for ShootNES

And here's a screenshot. I am not 100% sure if this will show up for anyone but me. Please let me know.
Image

Posted: Tue Mar 08, 2011 2:01 pm
by tepples
Once I shoot down the first set of enemies, is there anything after that?

Posted: Wed Mar 09, 2011 7:24 am
by qbradq
Not yet :D I am working on the sound engine next, then I will tackle enemy waves and level progression.

Posted: Wed Mar 09, 2011 2:34 pm
by thefox
qbradq wrote:Not yet :D I am working on the sound engine next, then I will tackle enemy waves and level progression.
Why does everybody insist on making their own sound engine. :)

Good luck with the project.

Posted: Wed Mar 09, 2011 3:00 pm
by tokumaru
thefox wrote:Why does everybody insist on making their own sound engine. :)
I can't speak for everyone else, but for me that's an opportunity to learn even more about the NES. I want to master everything about it, and that includes sound. Also, I hate using other people's code in my projects. You can call me a control freak, but I like to know exactly what happens in every part of my programs.

About ShootNES, looks cool so far. I'm interested to see where it goes.

Posted: Wed Mar 09, 2011 8:19 pm
by qbradq
thefox wrote:
qbradq wrote:Not yet :D I am working on the sound engine next, then I will tackle enemy waves and level progression.
Why does everybody insist on making their own sound engine. :)

Good luck with the project.
Is there a good sound engine available under the GPL / AGPL that I could include in this game? I am certainly not a fan of reinvention for reinvention's sake.

I looked at FamiTracker's driver code, but that seemed like too much of a pain to get working with sound effects and make it play nicely with the rest of the engine. Plus the docs are talking about 15% CPU time just for the sound driver. Seems a little steep to me.

I have also looked at MCK but I can't make heads or tails of it. All the comments are in some non-ASCII language and it's doing strange things like writes to $f800.

Posted: Wed Mar 09, 2011 8:53 pm
by Shiru
Maybe not good and not GPL, but free - FamiTone

15% is normal for a sound driver - check these numbers, they are for music only.

Posted: Thu Mar 10, 2011 10:40 am
by atarimike
Shiru wrote:Maybe not good and not GPL, but free - FamiTone
It's public domain. Fine to include in a GPL project.