I saw this thread in the graphics board, how about a thread for non graphics?
WinMerge, Notepad++, TextPad 6.5.0, Textpad 8.1.2, Ulead Photoimpact 6, Google Chrome...
Here's what I've been using:
Notepad++: I love it. I feel weird using any other editor.
ca65: My current assembler of choice. It takes a while to setup and figure out, but once you do, there are tons of cool features you can exploit. Its versatility is unmatched by any other assembler I'm aware of. It has tons of weirdnesses too, mostly side effects of it being a single-pass assembler, but you get used to them.
JavaScript (Chrome): Prototyping and generation of look-up tables. I develop on many different computers, some of which belong to other people, meaning I can't always setup complex development environments or install hundreds of megabytes worth of tools, so using a language any computer can run out of the box (everyone has a browser installed!) is really handy. The main drawback of using a browser IMO is the lack of direct access to the file system, so reading and writing files can be a little awkward.
PHP: Data conversion, image processing, and anything else that JavaScript doesn't do well. I know Python is a more popular choice for this, but I already had years of PHP experience from working on web applications, and I found it easier to setup a portable PHP installation than a Python one.
GIMP: I use GIMP mostly as a level editor. The features I need the most are grids and layers. Grids are useful for copying and pasting metatiles of varying sizes, while layers are useful for defining other properties of the map and placing objects. I then run the images through a PHP script to generate the binary data that goes into the ROM. The reason I prefer GIMP over Photoshop for this (besides it being free, smaller and working as a portable application) is that it supports larger images than Photoshop does (IIRC, Photoshop couldn't make a 32768-pixel wide image, GIMP did it).
FamiTracker: Music is not really my thing, but for the little bit of it I do, I use FamiTracker. I think it's hard to think of someone these days that doesn't.
EDIT:
FCEUX, Mesen, Nestopia, Nintendulator: Whichever I find more appropriate for the task at hand.
PowerPak, Everdrive N8: For precise timing tests and occasional verification.
EPROM programmer + socketed cartridge: Final verification.
PAL-M front loader, NTSC top loader, AV Famicom, miscellaneous Famiclones: occasional testing.
I use vim for text editing (I disabled syntax highlighting, though) and Unofficial-MagicKit (a variant of NESASM with more versatility) as a 6502 assembler. For image processing I mainly just use command-line programs I wrote myself (I used to use ImageMagick, until I wrote my own; ImageMagick doesn't handle XPM version 1 and 2, and it doesn't handle NES/Famicom format, and it can't write Dr.Halo format, etc). I use xterm as a terminal emulator. For music I use MML programs.
I've been using ASM6 with my current project, and plan on finally trying out CA65 once I finish it. Notepad++ is nice, especially now since I recently discovered that you can organize files in a "project", and have the tree-like file explorer (idk what it's actually called) on the left side like your typical IDE. The only downside is that when I upen up a .asm file it defaults to the x86 syntax and I have to manually switch to my user-defined 6502 syntax every time. Does anyone know if there's a way to remedy this? I know some people use the .s extention for assembly files, but Notepad++ already uses this for soemthing else; Scheme files, I believe.
C/C++ I use for prototyping different sub-systems that the game'll use, and writing the occasional tool to take care of some minor trivial task. I really should start learning Python, I don't know why I haven't yet. I guess all the different libraries it has scares me, but that's a stupid excuse. A lot of the raw data I just type in by hand tbh, as I feel like 9/10 writing a tool takes more time and brain power than just typing in numbers/labels and not really having to think about it.
Sogona wrote:
The only downside is that when I upen up a .asm file it defaults to the x86 syntax and I have to manually switch to my user-defined 6502 syntax every time. Does anyone know if there's a way to remedy this?
For me, simply defining "asm" as the extension for my custom language definition worked fine. I just assumed custom languages would have priority over the built-in ones in case of extension collisions.
Tass64, Relaunch64, VS Code, Jet Brains PyCharm, Context, Visual Studio, Regenerator, Regenerator Booster, transhexlation, VICE, ICU=64, CartConv, C1541, BDD6502, SourceLevelDebugger, XtraDebugger128, powershell, CharPad, SpritePad, Paint Shop Pro 7, Deluxe Paint 5 AGA, Pixcen, github desktop, build configurator, exomiser.
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FamiTracker: Music is not really my thing, but for the little bit of it I do, I use FamiTracker. I think it's hard to think of someone these days that doesn't.
I don't ^ Actually I tired it but didn't like it very much, the only advantage is that making "instruments" is simple and great, but making music is awful.
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Notepad++: I love it. I feel weird using any other editor.
Same.
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GIMP: I use GIMP mostly as a level editor.
DIdn't know it could do that. I'll definitely have to check that tutorial that rainwarrior posted several weeks ago.
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WinMerge, Notepad++, TextPad 6.5.0, Textpad 8.1.2, Ulead Photoimpact 6, Google Chrome...
Can't believe TextPad is still around !! I used to use it a lot, looooong ago, when I started NESdev.
As for what software I'm using, NESdev related. Well I'm not doing any NESdev right now but when I am I use :
- Text editor : Notepad++
- Assembler : WLA-DX
- Level Editor : Shit, it was something released here in those forums, I searched for 10 minutes but couldn't find it, so...
- Emulator : VirtuaNES, Nestopia, FCEUX and Nintendulator, dependning on what has to be debugged.
- FlashCart : None currently, as my PowerPak stopped to function and I sent it for repair but never heard from them ever again. Probably I'll have to get a new one eventually.
- Other : I make my own software whenever I have a need for a tool that doesn't exist (or when those that does are not satisfying)
Bregalad wrote:
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GIMP: I use GIMP mostly as a level editor.
DIdn't know it could do that.
It can't, really... it just has tools that help with copying/pasting square areas around. I still have to parse the images using my own scripts. First I recognize all the blocks in the image, generating a raw array for the map, then I encode that array to whatever format the game uses.
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FlashCart : None currently, as my PowerPak stopped to function and I sent it for repair but never heard from them ever again. Probably I'll have to get a new one eventually.
I personally wouldn't buy again from a company that never got back to me about a product I sent for repairs (not even to say they never got it). In this case, I'd get an Everdrive instead, it's cheaper and (as far as I can tell) just as good.
The answer is similar to the other thread, something something released game credits.txt has most of it.
Except custom stuff, so:
This editor:
https://imgur.com/QCsImfwGraphics by
Phoenix849 and
Prism. Collision info looks wrong because I was putting together something quick and none of the slope data was actually used in that project. It does a lot more than map editing, but I'd have to make a video. In the bottom middle is actually a Pyxel Edit tilemap that you can pull metatiles from.
This level import thing:
https://i.imgur.com/gnQ1uhe.pngBecause the above editor is actually overkill for most projects. It can take in a png with collision info along with an animated set of images and spit out a whole level. It will put the animated tiles in the last bank and you can set the size of the bank swapping. In Indivisible I used it lazily for destructible walls, but it could also create tiles for things like Kirby's animated water. You have to use Tiled to add objects to a level, though.
It also doubles as a "generic" restrictions checker and a few other things.
Command line tool to split up CHR for extreme bank switching:
https://i.imgur.com/D1HkJPz.gifYou can set whatever bank size. It makes sure all tiles needed for a frame are in the same bank, while also trying to minimize duplicate tiles in different banks. It could do a bit more with merging things not from the same character, though. (Maybe that's graphical)
Currently planning a hitbox creation tool:
https://i.imgur.com/U5KBfB9.gifAnd a sprite import thing that deals with sprite overlays in a sane-ish way.
And the rest:
Digital Mars C++ Compiler (Compiler used for a program I wrote that used a tiny C++ component from another program I wrote) -
http://www.digitalmars.com/ FamiTone2 (Music engine) -
https://shiru.untergrund.net/code.shtml FamiTracker (Music creation) -
http://www.famitracker.com/ FCEUX (Primary emulator used during development) -
http://www.fceux.com/web/home.html LICEcap (GIF creation for development thread.) -
http://www.cockos.com/licecap/ (Maybe that's graphical?)
Mesen (Of particular use for the axe text scanline effect) -
https://www.mesen.ca/ Microsoft Visual Studio (Compiler used for my non-commandline programs) -
https://www.visualstudio.com/ NES Screen Tool (Metasprite layouts) -
https://shiru.untergrund.net/software.shtml (Maybe that's graphical?)
NES Space Checker (Project management) -
https://shiru.untergrund.net/software.shtml NESASM (Assembler) -
http://www.nespowerpak.com/nesasm/ Notepad++ (Text editor used to write the code and documentation) -
https://notepad-plus-plus.org/download NSF Importer (Analyzing NES music in general) -
http://rainwarrior.ca/projects/nes/nsfimport.html Tiled (Map creation) -
http://www.mapeditor.org/ Tiny C Compiler (Compiler used to build various small tools to arrange assets) -
http://bellard.org/tcc/ VirtuaNES Custom (Quick benchmarking emulator) -
http://forums.nesdev.com/viewtopic.php?p=47911#p47911 ( Original VirtuaNES project:
http://virtuanes.s1.xrea.com/ )
XVI32 (Hex editor, various bits of verification) -
http://www.chmaas.handshake.de/delphi/f ... /xvi32.htm (There are certainly better hex editors)
Bregalad wrote:
Quote:
FamiTracker: Music is not really my thing, but for the little bit of it I do, I use FamiTracker. I think it's hard to think of someone these days that doesn't.
I don't ^ Actually I tired it but didn't like it very much, the only advantage is that making "instruments" is simple and great, but making music is awful.
What do you use then? I don't know of any chiptune-oriented programs that aren't tracker-based
Sogona wrote:
What do you use then? I don't know of any chiptune-oriented programs that aren't tracker-based
You can manually type music data directly in the source, or use assembler macros to help you out with this.
tokumaru wrote:
You can manually type music data directly in the source, or use assembler macros to help you out with this.
I mean yeah, but I feel like any sane person would use a tool of some kind to actually
create the music before they add it to the source, right?
Notepad ++ - not just for programming. postits, clipboard buffer, text editing in general that doesn't require formatting or layout.
HxD - hex editing. Useful in combination with NESST. For example as a middleman for anything NESST can't copy to clipboard but can export as a binary. Separate attribute tables, for example. Also useful for hand editing data in general, to be .incbin:ed in the source instead of writing .db statements. More neatly organized this way; readable code with clear filename labling.
win 10 calc.exe - finally made into a convenient and fluent experience. Hex, bin, dec are all shown simultaneously and live. Besides full numeric keyboard, you can use a bit toggling keyboard and set word size and the memory store / recall memory buttons are useful. Full screen mode is surprisingly useful, especially with a touch screen.
tokumaru wrote:
It can't, really... it just has tools that help with copying/pasting square areas around. I still have to parse the images using my own scripts. First I recognize all the blocks in the image, generating a raw array for the map, then I encode that array to whatever format the game uses.
Oh ok. Basically it's just prototyping.
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I personally wouldn't buy again from a company that never got back to me about a product I sent for repairs (not even to say they never got it). In this case, I'd get an Everdrive instead, it's cheaper and (as far as I can tell) just as good.
Of course I'd get another type of flash cart, not from RetroUSB which aren't reliable anymore (if they still exist at all).
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You can manually type music data directly in the source, or use assembler macros to help you out with this.
That's what I do - use assembler macros.
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What do you use then? I don't know of any chiptune-oriented programs that aren't tracker-based
PPMCK is not tracker based, but is not suited for games, as it uses too much RAM/CPU.
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RetroUSB which aren't reliable anymore (if they still exist at all).
They're working on an 8-bit Christmas compilation cart with some features i'd describe best as deluxe. It seems a very active project with frequent updates. They updated about it 17 hours ago on facebook. Maybe your case dropped between things and they've forgotten to clean up unresolved tickets? I'd mail again.
FrankenGraphics, yes. I always forget to mention hex editor and hex calculators.
I use them on every project. Frequently.
I used a hex editor last week to...
1.trim some fat off the end of a DMC file, to save bytes
2.cut my CHR file in half, so I could assemble BG data in place of where CHR would be.
I used a hex calculator a few days ago to manually calculate the DMC start address.
($fa00 - $c000) >> 6 = $e8
(Edit, typed it wrong)
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I personally wouldn't buy again from a company that never got back to me about a product I sent for repairs (not even to say they never got it). In this case, I'd get an Everdrive instead, it's cheaper and (as far as I can tell) just as good.
Of course I'd get another type of flash cart, not from RetroUSB which aren't reliable anymore (if they still exist at all).
I have no complaints about my NES PowerPak, but the Everdrive N8 uses SD cards (vs compact flash for PowerPak), which will be easier / more convenient.
The N8 is also about $35 cheaper.
my main complaint about CF is that the swiss-army style external readers you can find in hardware stores and the like are so shoddy they virtually self destruct upon purchase
Notepad++, git, ca65, python (with
PyQT), a bunch of tools I wrote using that python/PyQt combo, and FamiTracker. My artist uses Photoshop, and I use
Paint.NET to rearrange things when they need to be. I sometimes try to convince her to use Paint.NET as well because Photoshop is kinda overkill, but meh. She's used to it. Haha
As for emulators I use FCEUX and Nestopia primarily, sometimes Nintendulator. Test on hardware with PowerPAK.
Bregalad wrote:
Quote:
You can manually type music data directly in the source, or use assembler macros to help you out with this.
That's what I do - use assembler macros.
So basically like... a tracker?
I think this is a genuine way to make NES music, I'm sure a ton of original classic games had their music programmed like this, and you can customize the output to get around some of the limitations of existing engines using data converted from FT tracks. But I don't really see how this can be a more comfortable way to work with the music than Famitracker.
Sogona wrote:
Bregalad wrote:
Actually I tired [FamiTracker] but didn't like it very much, the only advantage is that making "instruments" is simple and great, but making music is awful.
What do you use then? I don't know of any chiptune-oriented programs that aren't tracker-based
If you like LilyPond, PPMCK, or other MML tools, you'll love
Pently. The score is written in an MML-like language that looks like
this, though
ft2pently is also available.
My main project is for the Game Boy, but is it alright if I chime in?
Computers: Mac Mini (desktop), Surface Book (laptop),
MiST-based pseudo-"Amiga 3000" (since my real one bit the dust)
Keyboards:
Unicomp Ultra Classic,
Azio MK-RetroOSes:
NixOS, AmigaOS 2.1
Editor: Emacs (Linux), CygnusEd (Amiga)
Assembler: RGBDS (GBZ80), Devpac (68k)
C++ Compiler: GCC (Linux), SAS/C (Amiga)
Music: FamiTracker + command-line converter (C++)
Graphics: Custom Amiga editor (68k assembly), though I'm thinking of switching to DeluxePaint + converter
Level Editor: Custom Amiga editor (C)
Flash Cart: Everdrive GB
Game Boy: Fat DMG, modded with ProSound + backlight
Emulator/Debugger: BGB
??
You use a 68000 Amiga as a dev computer?
Ceased production in 1994. So, a 25 year old computer?
dougeff wrote:
??
You use a 68000 Amiga as a dev computer?
Ceased production in 1994. So, a 25 year old computer?
It's only appropriate when developing for a 28 year old console!
Sometimes I wonder if the people here are a little bit genius, or a little bit mad.
Personally I would love to use my A4000 ( I just have the box and nothing else sadly ) for my C64/NES work. Its an 040 so, yeah it will be slower, but 64tass compiles on m68K so I don't need to change tools. Being able to draw something in DP-V on the one machine would make life easier. Seeing the images on a CRT while I draw them etc. Having the machine singular focus with no distractions would probably boost my productivity too. But sadly I wouldn't be able to run VICE to test with, but I could probably just put it on the Raspberry Pi and use the remote monitor to control it from the Amiga. I mean an 040 Amiga is probably overkill for such a task
Forget VICE, you could probably connect your Amiga to your C64
100% you can, I'm working with 2 people who did it back in the day. However you can't single step and put break points on actual c64 like you can in VICE
or see the internal register states of the VIC and CIAs etc send snapshots that show bugs so my PM can send me a snapshot and say "here the sprites are stuffed up" etc
tepples wrote:
Sogona wrote:
Bregalad wrote:
Actually I tired [FamiTracker] but didn't like it very much, the only advantage is that making "instruments" is simple and great, but making music is awful.
What do you use then? I don't know of any chiptune-oriented programs that aren't tracker-based
If you like LilyPond, PPMCK, or other MML tools, you'll love
Pently. The score is written in an MML-like language that looks like
this, though
ft2pently is also available.
Yeah I'll try it out; it's just that I already added my own music engine to my game. It's pretty barebones but it's taken care of anything I've needed so far. Usually I start messing around on a keyboard, and once I got a melody I like I'll put it into famitracker and go from there. Then once the song's all done to my liking I'll type it into the source as raw .db's.
dougeff wrote:
Sometimes I wonder if the people here are a little bit genius, or a little bit mad.
I think that, if you are a little bit genius then you may also be a little bit mad, therefore, probably, it is both, I think.
zzo38 wrote:
dougeff wrote:
Sometimes I wonder if the people here are a little bit genius, or a little bit mad.
I think that, if you are a little bit genius then you may also be a little bit mad, therefore, probably, it is both, I think.
I actually used my Amiga 4000 quite a bit when developing Driar. All the graphics are made in Brilliance and then "transferred" by hand to NES Screen Tool. And I did the level editor in AMOS so all the levels are Amiga-done!
Windows XP SP3, Notepad++, Irfan View, Paint Shop Pro 7, Winamp, Total Commander, Quartus 13/Xilinx Ise, Firefox 47 (I spend one week to make this shit run I.264 videos in youtube), ca65, FCEUX, WinHex, TL866 Programmer+MiniPro
+A lot of my own programs for narrow purpose, like:
*KrzysioPCB for reverse engineering PCB:
*KrzysioKazzo for reading/testing/programming cartridges:
*KrzysioProgrammer for reading EPROMs/MaskRoms with unusual pinout (like 1Mbit in DIP32)
*KrzysioTester for testing integrated circuits,
*KrzysioPalReader for reading PAL chips