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Trirosmos

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    Brinstar, Zebes

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  1. Hey, everyone! I've just published the first version of D[aw]PCM, a web tool that lets you import .wav files, process them and preview how they'll sound as DPCM in real time. This aims to improve the usual workflow of importing samples into Audacity, modifying them, exporting them, importing into Famitracker to only then realizing that they don't sound quite as you'd expected and having to repeat the whole process. It is written in pure JavaScript and should run on any browser supporting the Web Audio API. It currently lets you do basic editing such as cutting regions from samples and doing fade-ins and fade-outs. Additionally, it lets you pass the incoming audio through parallel processing chains, which can have the following effects in them: Basic compressor Basic IIR filters (low-pass, high-pass) Waveshaping distortion Brickwall limiter Old-school/Skips samples/aliases like heck-style re-pitching effect Gain I'm sure it's still full of bugs (UI definitely isn't my forte and I barely know any CSS), but hopefully having instant feedback makes it useful to someone
  2. Hey, everyone! As you might have noticed, we didn't immediately drop the ROM for the Project Chocoblip Demo as soon as NESDev came around. That is because, unfortunately, the version we sent in for the compo had some fatal bugs we didn't have time to fix. So, we took a few days to get them sorted and add those extra bits of polish we also didn't manage to get to the first time around. Now the end result of that is available on Itch for y'all to enjoy! https://thecoolestnerdguy.itch.io/project-chocoblip-demo
  3. Hey y’all! Yoey and I are Team Chocoblip and we’re here to present our first ever NES project! It’s still untitled for now, we’ve just been calling it Project Chocoblip. We’re hoping to have a fun little game by the time the NESDev compo deadline comes in a few weeks . Project Chocoblip is a Metroidvania/Adventure platformer about a girl who gets lost in the woods while trying to help her dad collect wood. With only her pom pom as defense, she must now find her way to the top of a mountain to make a signal fire. As of right now, the engine we’ve built for the tech demo features: Full 8-way scrolling: CHR-RAM parallax: Arbitrary slopes: Throwable pom pom: And here’s a bit of full gameplay. Here’s some details about the game’s development Written exclusively in Wiz. The level editor features a JS port of most of the game logic for immediate feedback. Currently using the full fat Famitracker sound driver for easing the composition process. Might change later depending on ROM requirements. Art created in Photoshop + NESST + custom editor. Build process completely automated from within the custom editor. Uses ANROM with 64 KB of PRG. Scrolling is done entirely within a single nametable. Among our future goals for the project are: Adding enemies/enemy logic. Adding other miscellaneous entities: one way platforms, moving platforms, environmental hazards. Finish final music with our guest composers. Developing a boss. Title screen/menus/cutscenes. Polish, polish, polish I'll try to keep this thread updated as we progress. We'll also often see we talking about the project in either the VGS or NESDev Discord servers. Either way, you can find me here if you're into the Tweets land and you can see posts from Yoey here.
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