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TylerBarnes

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About TylerBarnes

  • Birthday 11/02/1990

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    Dallas Texas

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  1. Yeah, it is better to use the correct capacity PROM for the mapper you're using. However, it should also be noted that you can still use larger capacity chips in place of a smaller one, but you generally have to copy your data to fill out the whole chip. Generally you just do this in your batch file when compiling with the copy command and the /b argument to designate you are concatenating a binary file. You can do this like this directly in the command prompt, but in a build .bat is better. C:\folder>copy /b input_file.chr+input_file.chr output_file.chr
  2. Did you checkout and learn from Vegaplay? If you haven't it is very useful to learn from on how to get some simple NSF's playing in assembly. I used it as my first introduction to the process, and since then it has been a solid foundation for music carts. Getting songs to play mostly boils down to bank switching (NFS without bank switching ar prefered), size, and dealing with sprite conflicts. If you need any advice or assistance let me know!
  3. Thank you so much!!! I haven't been around much but I still love this place and all you folks!!
  4. I wish I had more cross platform experience to lend a helping hand. I have no idea how PC engine works. A common method of changing text would be to look at a hex dump and see if any of their tiles were assigned to ascii values. You should be able to see plain text in the text interpreted side of a hex editor if that is the case.
  5. Decided to completely fix the pumpkin one. Not sure why I though the dull flat look was ok before, lol. And slight contrast and color improvements to the wild west one.
  6. Finished this one last night. Moonlit Sheep 34x34px
  7. That looks really awesome! I really love the little canyon scene on the label. Only 4px wide!
  8. I'm not as experience in px stuff as I would like. At least in the open ended sense that is very common these day (i.e not being limited by a given consoles capabilities). My background is from ad design, photo retouching/compositing, and things of that nature. You are a very equipped artist, so all the fundamentals you are already familiar with in your art experience will remain the same regardless of the resolution. So, no pillow shading and obvious stuff like that. there are some pixel specific things to think about though. There are multiple ways to shade or make gradients. Sometimes dithering is the answer, or sometimes a stepwise color/shade change is appropriate. So you would want to think about the texture you are trying to portray and make a determination on how to proceed shading. Also, it's easy to make things look too busy when the resolution is very low. I tend to try and think about what a given pixel is doing, what it's role is and if it is strictly required. This is a loose and fast rule however, Some of my examples above just have some smeary shading compared to a lot of pixel art I've seen, so again, it comes down to what you think is best. After doing the above pico resolution images, I have noticed that it certainly helps me actively think more about what particular pixels are most important and what is actually contributing to the image. So based on that I would definitely recommend getting your feet wet with some pico res images. They are quick to sketch up too, so getting to that rewarding feeling when the image comes together tends to come a lot quicker than if it was like a 250px or 500px piece. Try 32px on for size and see what comes of it. (or do what you like ) At any rate thank you so much for the feedback, I would love to see what you come up with, man. Always admired your work here. -Tyler TrebleWing
  9. I noticed not much (or any) entries in the Pixel Art sub-thread. However, I feel it certainly has some potential to be a fun spot. Pixel art is rad, yo! I guess I'll share some of my entries in a series I'm working on in which I'm limiting myself to very very very low resolutions only. Like, 32x32px and below for the most part! City Skyline is 24x24px Sunset Trees is 25x25px Snow Scene is 32x32px Beach is 25x25px Pumpkins are 28x28px and Desert is 28x28px I hope you enjoy, and I hope y'all make threads and make this a great spot to admire each other's '8-bit artography'! I will be putting all the images that I make in this style on this instagram: https://www.instagram.com/picoartography/
  10. I absolutely love Ben Eater. This means a lot to me, thank you!
  11. I have recently issued myself a challenge to code a piece of software for the NES only using hardware that would have been available at the time. I have chosen the trusty Apple //e for this task. It will be my main dev machine, coding everything in Merlin, burning eproms straight out of the Apple with the Southern California Research Group PROmGRAMER card, and a bit of extra help from the STAG pp42 EPROM duplicator. I hope you enjoy watching the process from start to a finished 'Hello World' on the NES!
  12. Looks like state abbreviations for Brazil.
  13. Should there be the extra OR pipes at the end?
  14. Did everyone with at least one bauble just receive a 'merch wearer' bauble that they did not earn? I sure did. lol. While the shirts look dope, I don't have one/
  15. Hello all, Working on some demo coding ideas. Naturally some pseudo 3d was something I wanted to do. This was my inspiration for making this: https://www.youtube.com/watch?v=p4Iz0XJY-Qk This rom is early days but I'm happy to have gotten it this far. I'm doing some matrix rotation using signed sine tables and also utilizing the MMC5's multiplication registers. I'm still trying to figure out where I need to refactor to remove the jitter. This is either from rounding to early, or just the limitations from a 256 byte signed sin table. These are the transformations I am doing: My sin table uses $00 to represent 0, $FF to represent +1, and $80 for -1. If you are not familiar with matrix math this is a basic illustration of what is involved: http://matrixmultiplication.xyz/ In my code I basically do it in a very unrolled manner to help with execution speed. For an example of the method, lets take the first cos(theta) in the Z rotation. I need to perform x * cos(theta). I would do the following. LDX Theta ; load current angle (0-255) LDA cos, x ; Load precalculated cos value for that given angle BPL + ; check the sign JSR TwosComp ; convert negative to positive to get magnitude of number + STA $5205 ; store in MMC5 multiplication register LDA X ; Load starting X coordinate BPL + ; check sign JSR TwosComp ; convert from negative to get magnitude + STA $5206 ; Store in other MMC5 multiplication register LDA $5206 ; Take high byte of 16-bit multiplication result STA alpha ; save it in var for later addition LDA cos, x ; check if was negative BPL + LDA alpha JSR TwosComp ; Convert back if it was previously negative. STA alpha + LDA X ; same check as above BPL + ; if X started negative, LDA alpha JSR TwosComp ; we convert back to negative STA alpha + Then I do the same for Y * -sin(theta) , store that result in a var called 'beta' and at the end I add alpha + beta to complete the first row of the matrix and get the final X value. The process is repeated for the second row of the matrix to get the final Y value for that specific rotation.
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