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Showing posts from April, 2017

Starting the next game

Now that Spacey McRacey is done, it's time to move on to the next game: a large adventure game for the NES.

I've had two ideas in mind for awhile, either my Blaster Master-style metroidvania game that I've talked about before, or another Anguna sequel.  After asking around to see if I could find any artists interested in working with me, I found someone that's interested in doing the Blaster Masteresque game.  So that's where we're starting.

First steps involve picking some technology.  On the Atari, unless you were going for some crazy advanced cartridge with a co-processor on board (which was really rare back in the day -- I think Pitfall 2 was the only commercial game that did this), all the cartridges boards are pretty similar, other than ROM size and the exact method of bankswitching to map all that ROM to the limited address space of the Atari.  (Ok, some also had some RAM on board. But still, there wasn't all that much that was different).

NES cartri…

Testing on hardware

Everytime I title a post like that, it's never good news.

We moved across town, which primarily means that I've spent more time fixing up an old house (to sell) and a new house (to live in) than I have programming for fun.  But I also had space to set up a nice desk space for writing/testing my games, including my NES and Atari attached to an old little tube TV (thanks, Jake!)



After hours of frustrating with faulty Compact Flash cards (remember those?), I finally got my PowerPak working, so now I can test my game on the real Nintendo! (as well as play all my NES games without fighting with dirty contacts every time!)

Well, as usual, it didn't go well at first.  Spacey McRacey was a jumbled mess of flickering as it scrolled. It bounced all over the place.

With some advice from the fine folks at nesdev.com, I had a number of things to try, but none of them worked.  BUT simplifying things by disabling my split-screen scrolling (the status bar at the top is locked into place b…