Search found 410 matches

by never-obsolete
Fri Dec 30, 2022 9:12 am
Forum: Newbie Help Center
Topic: ASM6 already assembles but the ROM stays with the black screen (MMC3)
Replies: 7
Views: 756

Re: ASM6 already assembles but the ROM stays with the black screen (MMC3)

I had off by one errors when reassembling with asm6, and the issue was that the original used absolute addressing to access the zero page. If that turns out to be the case, IIRC, I think I used symbol EQU $ 00nn to bypass the reduction. That was ugly and error prone so I eventually added a "for...
by never-obsolete
Wed Jun 22, 2022 4:42 pm
Forum: NES Graphics
Topic: Graphics for a co-op Metroid-like
Replies: 9
Views: 25309

Re: Graphics for a co-op Metroid-like

There's this guy:

Image
by never-obsolete
Wed Jun 22, 2022 4:35 pm
Forum: SNESdev
Topic: camera scroll walls
Replies: 10
Views: 4318

Re: camera scroll walls

The Donkey Kong Country series fiddles with the camera throughout the course of some levels. I don't know the details of how, but there might be a level editor out there that could shed some light.
by never-obsolete
Wed Feb 02, 2022 7:10 pm
Forum: NESemdev
Topic: Games and highscores
Replies: 26
Views: 7174

Re: Games and highscores

I edited my original post with the patches. The Tetris one should probably be converted to an xdelta patch.
by never-obsolete
Fri Dec 31, 2021 4:39 pm
Forum: phpBB Issues
Topic: Difficulty logging in while using 4G
Replies: 7
Views: 4021

Re: Difficulty logging in while using 4G

I haven't had problems logging in, but I was repeatedly logged out while trying to post a reply from my phone while on 4G/5G. I eventually just posted from my computer.
by never-obsolete
Thu Dec 23, 2021 4:30 pm
Forum: NESdev
Topic: Structuring enemy behavior
Replies: 9
Views: 1817

Re: Structuring enemy behavior

Is there a place on the internet where I can read more on this? About Ninja Gaiden specifically? Probably not. I re'd parts of it a while back for a rom hacking project, and have since lost the notes with the AI code commented. I do have an older copy with much less comments if you are interested. ...
by never-obsolete
Tue Dec 21, 2021 4:33 am
Forum: NESdev
Topic: Structuring enemy behavior
Replies: 9
Views: 1817

Re: Structuring enemy behavior

Ninja Gaiden enemies use a state machine that calls shared functions.
by never-obsolete
Thu Dec 16, 2021 5:21 pm
Forum: NES Hardware and Flash Equipment
Topic: Mapper Decap Project
Replies: 35
Views: 5007

Re: Mapper Decap Project

I have a few Castlevania 3 carts, but that appears to be a plain MMC5.
by never-obsolete
Mon May 17, 2021 5:18 am
Forum: Newbie Help Center
Topic: memory and object patterns?
Replies: 5
Views: 3451

Re: memory and object patterns?

I hard code certain slots to specific types so assumptions can be made when it comes time for collision and other things: 0: Player 1 1: Player 2 2-4: Player 1 projectiles 5-7: Player 2 projectiles 8-31: General use 32-39: Map "doors" You can also add data fields to certain groups without ...
by never-obsolete
Tue Apr 27, 2021 5:06 pm
Forum: NES Graphics
Topic: Graphics for a co-op Metroid-like
Replies: 9
Views: 25309

Re: Graphics for a co-op Metroid-like

Just an update on this project that still hasn't been given a title: Power Plant https://i.imgur.com/s2waAyb.gif This is an older version of the graphics/palette where I was playing around with parallax (that scrolls the wrong way :D). https://i.imgur.com/BrVUwWJ.gif A more recent version of what th...
by never-obsolete
Sun Apr 04, 2021 7:29 am
Forum: General Stuff
Topic: What keyboards do you use for programming?
Replies: 17
Views: 13734

Re: What keyboards do you use for programming?

I have a 20+ year old Compaq rt7h00. For the longest time I kept around a second one, but this one just won't die.

About 5 years ago I thought about going wireless and bought a SMK vp6610, but went back to the Compaq because it felt better when playing games and the mouse felt too small for my hand.
by never-obsolete
Wed Mar 31, 2021 6:27 pm
Forum: NES Graphics
Topic: Amount of BG tiles used in 8-bit and 16-bit video games
Replies: 7
Views: 6323

Re: Amount of BG tiles used in 8-bit and 16-bit video games

For the NES: If a game has chr-rom and dedicates a 1K slot to a 4-step animation, would you count that as 64 or 256 tiles? Some games store a font in each 4K/8K bank. Others store non-graphic data in chr-rom. Contra uses chr-ram and streams in different tiles during the level, usually at the boss. S...
by never-obsolete
Mon Feb 15, 2021 12:50 pm
Forum: NESdev
Topic: Tool: MapEd Pro
Replies: 88
Views: 91142

Re: Tool: MapEd Pro

In making this example, I fixed quite a few bugs. There is an obvious* one in the current version when background tiles are set to use $1000. In the metatile editor, when you click on a tile to edit it, it will always draw from $0000. It does show the correct tile when building metatiles and in the ...
by never-obsolete
Sat Feb 13, 2021 4:52 am
Forum: NESdev
Topic: Tool: MapEd Pro
Replies: 88
Views: 91142

Re: Tool: MapEd Pro

Creating a new project is definitely problematic at times and the workflow is not always clear. Especially with a lack of documentation.

I can post an example project when I get home later today.
by never-obsolete
Fri Jan 22, 2021 10:56 am
Forum: NESdev
Topic: Was there an NES expansion chip like SA-1
Replies: 85
Views: 43834

Re: Was there an NES expansion chip like SA-1

I whipped up a mapper for the powerpak that does just that. Eventually ended up at FME-7 level complexity with MMC5-like extended attributes, so discrete logic is probably not feasible.