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	<title type="html"><![CDATA[ChipMusic.org - Lightwall: Concept for VJ oriented NES rom]]></title>
	<link rel="self" href="https://chipmusic.org:80/forums/feed/atom/topic/1715/"/>
	<updated>2010-06-21T05:23:09Z</updated>
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	<id>https://chipmusic.org/forums/topic/1715/lightwall-concept-for-vj-oriented-nes-rom/</id>
		<entry>
			<title type="html"><![CDATA[Re: Lightwall: Concept for VJ oriented NES rom]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/27488/#p27488"/>
			<content type="html"><![CDATA[<p>Closed at request of OP.</p><p>Reason : double post.</p>]]></content>
			<author>
				<name><![CDATA[celsius]]></name>
				<uri>https://chipmusic.org/celsius</uri>
			</author>
			<updated>2010-06-21T05:23:09Z</updated>
			<id>https://chipmusic.org/forums/post/27488/#p27488</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Lightwall: Concept for VJ oriented NES rom]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/27486/#p27486"/>
			<content type="html"><![CDATA[<p>I have been pondering this for a little while. I don&#039;t know what it was exactly but I absolutely LOVED the pixelly, LED wally thinger which was used at Blip 2006/7. Also had a bit of a play with Nocarriers excellent Glitchnes and I was wondering how feasible it would be to develop a little NES rom to bland the two concepts. Ideas being something like this.</p><p>- NES rom to display a grid of different colored squares.<br />- A few random algorithms to generate different patterns/sequences<br />- Limited user interaction to switch algorithm/cycle colors etc</p><p>I whipped up a couple of super fast mock up shots and NES ish resolutions</p><p><a class="postimg" href="http://farm5.static.flickr.com/4072/4719994206_b453a0c913.jpg" title="http://farm5.static.flickr.com/4072/4719994206_b453a0c913.jpg" id="forum_image_55988059"><img src="http://farm5.static.flickr.com/4072/4719994206_b453a0c913.jpg" /></a></p><p><a class="postimg" href="http://farm5.static.flickr.com/4069/4719994194_374189278d.jpg" title="http://farm5.static.flickr.com/4069/4719994194_374189278d.jpg" id="forum_image_74450791"><img src="http://farm5.static.flickr.com/4069/4719994194_374189278d.jpg" /></a></p><p><a class="postimg" href="http://farm5.static.flickr.com/4055/4719994154_b2051d8126.jpg" title="http://farm5.static.flickr.com/4055/4719994154_b2051d8126.jpg" id="forum_image_53293011"><img src="http://farm5.static.flickr.com/4055/4719994154_b2051d8126.jpg" /></a></p><p>I know next to nothing about NES roms or programming but I was just kind of throwing this out there, seeing what people think. Does it look wildly unrealistic? Am I missing something blindingly obvious which might render this impossible/pointless? Interesting idea?</p><p>I will possibly have a try at this as a first programming project at the end of the year and start looking at the NESDev boards. Just curious to hear a few thoughts for now.</p>]]></content>
			<author>
				<name><![CDATA[Lazerbeat]]></name>
				<uri>https://chipmusic.org/Lazerbeat</uri>
			</author>
			<updated>2010-06-21T05:15:15Z</updated>
			<id>https://chipmusic.org/forums/post/27486/#p27486</id>
		</entry>
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