Maintainer of NES backend for GBDK-2020.
Maintainer of "BB Studio" (NES hack of GB Studio)
(for example, adding some blanked lines in overscan / status bar, and use an unusual tilemap height facilitated by IRQ splits at an arbitrary scanline)
(for example, adding some blanked lines in overscan / status bar, and use an unusual tilemap height facilitated by IRQ splits at an arbitrary scanline)
www.youtube.com/watch?v=wfrN...
www.youtube.com/watch?v=wfrN...
It also means less memory / CPU cycles, which can be important savings.
But if you really want to avoid seams, there will now be options.
#gbdk-2020 #nesdev #gbstudio
It also means less memory / CPU cycles, which can be important savings.
But if you really want to avoid seams, there will now be options.
#gbdk-2020 #nesdev #gbstudio
That's fixed now, so SampleProject is back to 256kB, and future BBS versions will have some more bank space freed up.
That's fixed now, so SampleProject is back to 256kB, and future BBS versions will have some more bank space freed up.
This is part of the built-in emulator and its API, and will be quite a task to re-create for Mesen. Definitely should happen at some point though.
This is part of the built-in emulator and its API, and will be quite a task to re-create for Mesen. Definitely should happen at some point though.
But I don't know how many plugins do or don't do this. The plugin system is new to me :)
But I don't know how many plugins do or don't do this. The plugin system is new to me :)
But plugins replacing engine code can easily break.
Especially ATM because I had to make a lot of optimizations to the engine (particularly platform module) to make it run smoother on NES.
And those optimizations are still BB Studio-only and not merged back to vanilla yet.
But plugins replacing engine code can easily break.
Especially ATM because I had to make a lot of optimizations to the engine (particularly platform module) to make it run smoother on NES.
And those optimizations are still BB Studio-only and not merged back to vanilla yet.
* Preliminary support for logo scenes to show full-screen pictures with no tile limits.
* Support for MacOS (unsigned app, recommend to start it from command-line)
* Tempo mode (FamiStudio tempo vs FamiTracker tempo) can now be set from UI.
* Preliminary support for logo scenes to show full-screen pictures with no tile limits.
* Support for MacOS (unsigned app, recommend to start it from command-line)
* Tempo mode (FamiStudio tempo vs FamiTracker tempo) can now be set from UI.
Fixed bug with vm_load_palette incorrectly interpreting colors.
Fixed bug with VM_RPN instruction being broken for user-supplied GBVM scripts.
Fixed bug with music compilation failing when path contains whitespace.
Fixed bug with vm_load_palette incorrectly interpreting colors.
Fixed bug with VM_RPN instruction being broken for user-supplied GBVM scripts.
Fixed bug with music compilation failing when path contains whitespace.
* New dedicated NES color picker to make sure you get the exact colors you want.
* UI rendering in app now reflects NES limitation of common-background-color taken from first sub-palette.
* Dialogue and Menu preview in UI now shows NES size instead of GB size.
* New dedicated NES color picker to make sure you get the exact colors you want.
* UI rendering in app now reflects NES limitation of common-background-color taken from first sub-palette.
* Dialogue and Menu preview in UI now shows NES size instead of GB size.
I also do have some ideas for how to make sub-palettes more intuitive... but it's probably best to run them past Chris Maltby when he's back from vacation :)
I also do have some ideas for how to make sub-palettes more intuitive... but it's probably best to run them past Chris Maltby when he's back from vacation :)