Taco v2018.06.30 (WIP) (SNES Game)

Taco for the Super Nintendo Entertainment System / Super Famicom has more progress to show. Now shopping!…

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The Retro League Podcast – Episode 443 – Accidentally Religious

The Retro League Podcast features discussion about the latest retro gaming news, re-releases, community developments and reviews of our favorite games.

This week:

This week we are having trouble understanding any non-American sports and maybe some American sports too. We’ve found one of the best pinball arcades that happens to be in a laundromat, but the Atari name-holders have dropped to a new low. Our listeners have picked their favorite movies from 1998 and one of our games-of-the-week is a game released by a book publisher instead of the game publisher who usually releases games based on it’s TV series.

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Video: NES Programming #41 – MMC3 Banks Fixed And World Collision Attempt #1

Michael Chiaramonte shows us more NES Programming.

NES Programming #41 - MMC3 banks fixed and world collision attempt #1

Quote:

In this episode, I got the MMC3 banks swapped properly to show our game sprites, but it’s still not 100% clear why. I’ll play around with this and then explain it once I have a better understanding (hopefully Monday). After that, I talked about how I wanted to make world collision work and started to implement it, but it was very inefficient and we’ll have to revisit on Monday after I’ve had some time to think about it. Thanks for watching and have a great weekend!

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Video: NES Programming #40 – Attributes Work! Yay!

Michael Chiaramonte shows us more NES Programming.

NES Programming #40 - Attributes work! Yay!

Quote:

Okay, attributes are working finally! After I got that taken care of, I spent some time looking at MMC3 problems we’re having as revealed by Mesen. MESEN IS AMAZING. We will be using that as our emulator moving forward because: holy crap, it’s so good.

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Video: NES Programming #39 – OMG ATTR

Michael Chiaramonte shows us more NES Programming.

NES Programming #39 - OMG ATTR

Quote:

So, more attribute programming… I know. But, we made some really good progress! We have a better handle on loading the attributes and where we have performance issues that are impacting our NMI code and giving us a problem. To be continued on Thursday!

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The Retro Hour EP129 – The History of Hacking (misc)

The Retro Hour is your weekly dose of retro gaming and technology news, views and interviews from the UK.

Content:

We chat to legendary “phone phreaker” John Draper AKA Captain Crunch about hacking, the Homebrew Computer Club and how he helped Woz and Steve Jobs start Apple.

https://soundcloud.com/the-retro-hour/the-history-of-hacking-with-captain-crunch-the-retro-hour-ep129

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The Retro Hour EP128 – Did You Know Gaming? (misc)

The Retro Hour is your weekly dose of retro gaming and technology news, views and interviews from the UK.

Content:

Covering obscure video game facts, Easter eggs, secrets, glitches and history for gaming’s biggest names, we catch up with the crew behind Did You Know Gaming?

https://soundcloud.com/the-retro-hour/did-you-know-gaming-the-retro-hour-ep128

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Video: NES Programming #38 – More Attributes, And Then Some

Michael Chiaramonte shows us more NES Programming.

NES Programming #38 - More attributes, and then some

Quote:

In this stream, I got the attribute loading working…er, mostly. It’s loading somewhat but there’s obviously something that’s not quite working out. After a decent amount of debugging and testing, I’m still not sure exactly what’s wrong but good progress was made and we needed to wrap it up. Monday we’ll finish up the attribute loading completely, I believe, and move on to the next topic: map collision.

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Cube Forest v0.1 (Android Game)

Cube Forest is an ad-supported Android game by Voxel Cube Game. Stay on ground. Don’t hit tree. Collect as much coin as you can!

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Video: NES Programming #37 – Attributes! Attributes everywhere!

Michael Chiaramonte shows us more NES Programming.

NES Programming #37 - Attributes! Attributes everywhere!

Quote:

In this episode we re-visit the level loading code and handle the simplest case of up to 4 palettes and loading the initial attributes for the first fully-loaded screen. In Thursday’s stream, I’ll tackle loading the attributes in real-time as we update the nametable rows. Thanks for watching! See you Thursday.

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