![]() ![]() Don't confuse this with "OpenNestopia" which is maintained by Josh Weinberg. The OS X version is a "port", also called "Nestopia", and maintained by Richard Bannister. All the other versions (for other OSes), as far as I know, only get updated after the official Win32 release is out - because they have to backport the changes. The official author of Nestopia is Martin Freij, who's responsible for the Win32 version of Nestopia. It's hard to determine, and it's a debate. :) Two things: a) Isn't Nestopia available for MacOS? I guess as soon as I knew it was possible, it wasn't as fun anymore, heheh. ![]() But it was so tedious and boring to code, that I was falling asleep while writing it, no kidding. I figured if nothing else, it would be the beginnings of a homemade NSF player. Me personally, last year I had started to write a 6502 emulator (in Propeller assembly). If you want to come up with all sorts of cool stuff, and face all kinds of challenges in figuring out how it will work, then writing a game is the way to go. If one just wants to write boring ol' stuff that is just 100% following specifications, then emulation would help you get good at that (assuming a ~95% documented system like the NES). I guess it depends on what kind of stuff people want to write. ![]() That's a good point, a lot of first projects aren't really original but it's kind of like comparing between a 14 year old's sketches, a van Gogh painting, and a 3 year-old's coloring book. I'm not saying there's anything wrong with doing that - I'm just pointing out that there's nothing inherently more creative or "new" about writing a game compared to an emulator. Most beginner coders who think "hey, writing a game would be totally radical!" and actually finishes their project end up either doing a remake of some old game (tetris, arkanoid, pong, snake), or something very similar. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |