A new version of Editroid has been released with some bug fixes (namely a bug that prevented certain screen-load code from running). Grab it from the RHDN Editroid page. Everything should work the same as Editroid 3.5, except fewer bugs.
Category Archives: Programming
MaruMari: Project Outline
This is an outline for the MaruMari homebrew project I’m working on for NES. As of posting this outline, the game is very incomplete. Things are subject to change, and suggestions are welcome.
FCEUX Debug File Format
Just in case anybody else ever needs to know the format for FCEUX’s debugger’s config files (.deb), here it is, based on the source code for version 2.1.5 (found in \src\drivers\win\pref.cpp) and the contents of actual .deb files.
Metroid: Wavy-Ice
I’ve decided to share my simple Wavy-Ice hack. It allows the player to combine the wave beam and ice beam in Metroid. Note that this only works on a ROM expanded by Editroid 2.1.
Zelda Automap 0.2 Source
Below is the source for the Zelda Automap hack (0.2). You can also download the source with the needed GFX file. The code should be assembled with snarfblASM. The resulting IPS file should be applied to the PRG0 version of the ROM (PRG1 appears to work as well, but the hack was created and tested […]
Drawing NES Graphics With C#
One of the tricky parts of working with NES ROMs in .NET is drawing game graphics. There are several approaches that could be tried, but many have problems or simply don’t suit NES graphics. GDI+ is much too slow with tile based graphics, especially indexed (paletted) graphics. GDI is a better fit, but it is […]