Kickstarter: https://www.kickstarter.com/projects/something-nerdy/former-dawn?ref=1209f8
A lot of what we have to do is *avoid* needing extra processing power on the NES itself.
I.e. a lot (...a LOT...) of our time has gone into finding ever-more-devious ways of crunching numbers at build time and/or laying out the data so that the NES's CPU is as unburdened as possible.
A lot of what we have to do is *avoid* needing extra processing power on the NES itself.
I.e. a lot (...a LOT...) of our time has gone into finding ever-more-devious ways of crunching numbers at build time and/or laying out the data so that the NES's CPU is as unburdened as possible.
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In this game, the AI is more like an angel, and you meet "him" at the beginning of the game, not the end.
However, the end of the game does indeed take place in a facility that is very much like this one. But it's not this one.
In this game, the AI is more like an angel, and you meet "him" at the beginning of the game, not the end.
However, the end of the game does indeed take place in a facility that is very much like this one. But it's not this one.
The deluxe one has a knob to control the mixing level so that any of the classical Famicom games with expansion audio can be fine tuned.
For Former Dawn specifically, all you need is the regular one.
The deluxe one has a knob to control the mixing level so that any of the classical Famicom games with expansion audio can be fine tuned.
For Former Dawn specifically, all you need is the regular one.
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To be clear, what we're going to do is have all of the commands available to be mapped to any buttons the player wants. They can craft their own experience that way, and if they happen to have an SNES controller, they simply have more buttons to map commands to.
To be clear, what we're going to do is have all of the commands available to be mapped to any buttons the player wants. They can craft their own experience that way, and if they happen to have an SNES controller, they simply have more buttons to map commands to.