ShootNES: Early Alpha Release of GPL'ed Space Shooter

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ShootNES: Early Alpha Release of GPL'ed Space Shooter
by on (#75280)
Hello all! I am proud to show you all my first alpha release of ShootNES, a space shooter released under the GNU GPL V3. It's written in Ophis (the latest version of P65) and ain't what you would call clean. I welcome any comments and advice.

The project page for this game is on my Google Sites page with downloads for the ROM and source.

Project Page for ShootNES

And here's a screenshot. I am not 100% sure if this will show up for anyone but me. Please let me know.
Image

by on (#75281)
Once I shoot down the first set of enemies, is there anything after that?

by on (#75308)
Not yet :D I am working on the sound engine next, then I will tackle enemy waves and level progression.

by on (#75314)
qbradq wrote:
Not yet :D I am working on the sound engine next, then I will tackle enemy waves and level progression.

Why does everybody insist on making their own sound engine. :)

Good luck with the project.

by on (#75315)
thefox wrote:
Why does everybody insist on making their own sound engine. :)

I can't speak for everyone else, but for me that's an opportunity to learn even more about the NES. I want to master everything about it, and that includes sound. Also, I hate using other people's code in my projects. You can call me a control freak, but I like to know exactly what happens in every part of my programs.

About ShootNES, looks cool so far. I'm interested to see where it goes.

by on (#75319)
thefox wrote:
qbradq wrote:
Not yet :D I am working on the sound engine next, then I will tackle enemy waves and level progression.

Why does everybody insist on making their own sound engine. :)

Good luck with the project.


Is there a good sound engine available under the GPL / AGPL that I could include in this game? I am certainly not a fan of reinvention for reinvention's sake.

I looked at FamiTracker's driver code, but that seemed like too much of a pain to get working with sound effects and make it play nicely with the rest of the engine. Plus the docs are talking about 15% CPU time just for the sound driver. Seems a little steep to me.

I have also looked at MCK but I can't make heads or tails of it. All the comments are in some non-ASCII language and it's doing strange things like writes to $f800.

by on (#75320)
Maybe not good and not GPL, but free - FamiTone

15% is normal for a sound driver - check these numbers, they are for music only.

by on (#75326)
Shiru wrote:
Maybe not good and not GPL, but free - FamiTone

It's public domain. Fine to include in a GPL project.