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		<title><![CDATA[ChipMusic.org - Lightwall: Concept for VJ oriented NES rom]]></title>
		<link>https://chipmusic.org/forums/topic/1715/lightwall-concept-for-vj-oriented-nes-rom/</link>
		<description><![CDATA[The most recent posts in Lightwall: Concept for VJ oriented NES rom.]]></description>
		<lastBuildDate>Mon, 21 Jun 2010 05:23:09 +0000</lastBuildDate>
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			<title><![CDATA[Re: Lightwall: Concept for VJ oriented NES rom]]></title>
			<link>https://chipmusic.org/forums/post/27488/#p27488</link>
			<description><![CDATA[<b><i>celsius says:</i></b><p>Closed at request of OP.</p><p>Reason : double post.</p>]]></description>
			<pubDate>Mon, 21 Jun 2010 05:23:09 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/27488/#p27488</guid>
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			<title><![CDATA[Lightwall: Concept for VJ oriented NES rom]]></title>
			<link>https://chipmusic.org/forums/post/27486/#p27486</link>
			<description><![CDATA[<b><i>Lazerbeat says:</i></b><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_48696604"><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_55190166"><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_17689898"><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>]]></description>
			<pubDate>Mon, 21 Jun 2010 05:15:15 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/27486/#p27486</guid>
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