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Parisoft

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About Parisoft

  • Birthday 09/14/1979

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  1. This is likely to be finished in the fourth quarter. Yes, we plan to release in digital and physical CIB.
  2. I'd like to share the game I'm working on: Skatemasta - Tcheco for the NES! It's a game from my talented friend Marcelo Barbosa a.k.a Macbee. The game is a fast paced side-scrolling, inspired by games such as Yo! Noid and Adventure Island. You can try it right now https://parisoft.itch.io/skatemasta
  3. I agree with you. I'm in favor of selling the ROM alongside the physical version, I just didn't do it because I have plans to give it for free, so it wouldn't make much sense.
  4. Thank you guys! Hope you enjoy. I'll put the ROM on my itch.io page for free, but it will take a while out in respect for those who bought a physical copy.
  5. I ported Locomalito's L'Abbaye des morts for the NES and now it's got a physical release thanks to Broke Studio. You have a chance to play it for the 1st time on your console or to play it again with that NES vibe we love. NES version: https://www.brokestudio.fr/product/labbaye-des-morts-nes/ FC version: https://www.brokestudio.fr/product/labbaye-des-morts-fc/
  6. Some time ago I was playing Angband and start to think to myself "how can such a simple game (aesthetically) be so fun? ... Hey, would be very cool to port it to the NES!!" so, after deeping through the Angband's source code I reallized that it would be so "heavy" to be ported ... But ... how about his predecessor (also known to be the Diablo's dad)!? Hours later and it seemed feasible at first glance, so I started a POC... My first concern was about memory and processing time to procedurally generate the dungeon. CPU time is ok, it tooks about 2 seconds to generate an entire level...look very resonable to me. But man, it needs memory ... a lot of it, which gimme only 2 options: 1) Go with MMC1 (SXROM) equiped with 32KiB of WRAM 2) Go with FME-7 equiped with at least 64Kib of WRAM The former results in some restrictions: dungeon with fewer rooms, no monsters memory, no player history (character background), no player scores (table with info about dead characters), and only 1 slot for save games. The last has no restrictions, all features of the game can be implemented with a lot of space for save games. Both of them needs an ASIC mapper and battery backed SRAM, which rises the price of an eventual physical release. My next concern is about CPU time to handle all monsters AI during a turn...this one is about to be done soon... If I go forward with this project, the game will be available in the digital form as open source and I have plans (must find a publisher) to launch a physical release as well, with some extras like options to switch to non-ascii graphics (someone interested to draw a lot of 8x16 monsters?), background music and sound effects. Please, say what you think about this. It's a bad ideia? Like it? Hate it? Should I stay ot should I go? I'm attaching the 1st POC, which generates a full dungeon. D-pad: moves the camera B: generates another dungeon For those unfamiliar with these symbols: . A floor space # A wall ^ A trap ' An open door + A closed door < A staircase up > A staircase down % A mineral vein * A mineral vein with treasure : A pile of rubble a-Z Monsters Others Items noria-poc1.nes
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