augh, i've failed. I thought I had come up with a clever way to simulate waves in water on the NES that I could animate at 30fps, and have boats move through it leaving wakes that interact and reflect from islands - but it runs at about 10fps and is buggy even then. Might come back to this later but I've already spent two full days on what was supposed to be a 30 minute experiment 😢
some preview images in case you dont like youtube
I am extemely A Sucker for any kind of volumetric display hardware, this looks fun https://youtu.be/sVv1oc14X1w
i didn't forget about this I'm just mired in a losing fight against the #6502 to achieve efficiently branchless sign respecting fixed factor division
This is actually good progress
Writing a NES game in C was fun but I don't know if I'd do it again. The overhead of having to learn how someone's library and toolchain expects you to use it can be significant, and for me seriously diminishes the meditative simplicity of low level development. Assembly can mean a much slower pace but also necessitates a more thorough personal understanding of what is happening and why.
For me the real joy of 8bit development is when things like this happen.
In this instance the music player library was using the same memory region as my video update buffer, so changes to the audio state were being reflected as a kind of semi-chaotic visualisation.
In the end I was able to manually relocate the music player's RAM region to a valid area where nothing was being clobbered. Shows that you can't always trust the linker to do a safe job of assigning space
I made a #nes game using a web IDE over the weekend. You can download / play / edit it here http://8bitworkshop.com/redir.html?platform=nes&githubURL=https%3A%2F%2Fgithub.com%2Fvoxel-public%2Fakj11_ancient_ruins&file=ancient.c
designing everyone's favourite directional slidey puzzle
I've entered a #gamejam this weekend and decided (perhaps unwisely) to try and make a #nes game in 48 hours. I'm using C in a free web IDE designed for this purpose https://8bitworkshop.com/v3.7.1/ learning to work with neslib is slow going, but realistically I'm probably miles ahead of where I'd be if I were learning 6502 assembly for this
i feel like an assembler for 6502 or Z80 would be good for a phone. Fairly terse syntax, doesnt need many screen columns, emulatable on mobile without using an entire battrry charge
Sorry, I mean software development, not photo development of bad lightning pictures
also I need a way to author collision geometry intelligently - I don't want to use the complex 'visual' geo for collision detection because it will be too slow, so every map area needs an additional invisible 'collision' geometry layer, a hidden world or dimension that can not be seen by the player but can be 'felt' as it determines where the characters can move
Low bit and retro developer
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