Search found 15 matches

by imamelia
Thu Sep 29, 2022 11:38 am
Forum: SNESdev
Topic: Making an enemy move along surfaces
Replies: 10
Views: 667

Re: Making an enemy move along surfaces

All right, here's the code currently. ; Defines, RAM addresses: ; - !E4,x: X position low byte ; - !14E0,x: X position high byte ; - !D8,x: Y position low byte ; - !14D4,x: Y position high byte ; - !C2,x: Current surface state. See the state list below. ; - !1504,x: Current speed (unsigned). Always ...
by imamelia
Thu Sep 22, 2022 4:40 pm
Forum: SNESdev
Topic: Making an enemy move along surfaces
Replies: 10
Views: 667

Re: Making an enemy move along surfaces

It falls off once it touches the new block. Also, the first formation doesn't work when it goes counterclockwise. Edit: I think some of the offsets might actually have been wrong. I changed them to what should be the correct values, and now the first formation works for both directions, but the seco...
by imamelia
Thu Sep 22, 2022 2:41 pm
Forum: SNESdev
Topic: Making an enemy move along surfaces
Replies: 10
Views: 667

Re: Making an enemy move along surfaces

Okay, both of those also caused glitches. The addition of the block on the right resulted in the same problem as before.
by imamelia
Thu Sep 22, 2022 10:25 am
Forum: SNESdev
Topic: Making an enemy move along surfaces
Replies: 10
Views: 667

Re: Making an enemy move along surfaces

I've been doing that. I think it detects the ceiling one pixel early or something.
by imamelia
Thu Sep 22, 2022 7:54 am
Forum: SNESdev
Topic: Making an enemy move along surfaces
Replies: 10
Views: 667

Re: Making an enemy move along surfaces

I can provide a video.

https://www.youtube.com/watch?v=JLmovRwtBYU

It's not working correctly with inside corners; it doesn't transition to the ceiling correctly, only staying there for 1 frame and then falling.
by imamelia
Wed Sep 21, 2022 8:25 pm
Forum: SNESdev
Topic: Instruction cycle comparison tool
Replies: 12
Views: 1023

Re: Instruction cycle comparison tool

Well, setting it to / 8 gives smaller numbers in the total cycle column than setting it to / 6 (because it's dividing the master clock count by a larger number).
by imamelia
Wed Sep 21, 2022 5:30 pm
Forum: SNESdev
Topic: Instruction cycle comparison tool
Replies: 12
Views: 1023

Re: Instruction cycle comparison tool

How exactly is this supposed to be read? I get the gist of it, but why would having fewer master clock cycles per cycle make an operation go slower?
by imamelia
Wed Sep 21, 2022 12:17 pm
Forum: SNESdev
Topic: Making an enemy move along surfaces
Replies: 10
Views: 667

Making an enemy move along surfaces

I'm trying to write code for making an enemy follow along all surfaces, including ground, ceilings, walls, and both ground and ceiling slopes. Unfortunately, no matter what I do, I can't quite get it to work right, and I've been trying for months. The only data I have available for what surfaces it'...
by imamelia
Thu Dec 29, 2016 11:21 pm
Forum: NES Music
Topic: My FamiTracker arrangements
Replies: 1
Views: 3146

My FamiTracker arrangements

Looks like this is the best place to show this, so...I've done a few arrangements of other music (mostly video game music, but I also did a song for Christmas 2016) on FamiTracker, mostly with the regular 4 channels but occasionally adding DPCM, and posted them on my YouTube channel here. Comments?
by imamelia
Thu Dec 29, 2016 4:08 pm
Forum: SNESdev
Topic: Routines for sine and parabolic motion?
Replies: 4
Views: 2247

Routines for sine and parabolic motion?

I've been trying to figure out formulas for getting a sprite to move in a sine wave or a parabola. Getting it close isn't hard, but the problem is making it customizable and precise. Specifically, I want to be able to set the exact parameters: the height and period of the sine wave and the height, w...
by imamelia
Thu Dec 29, 2016 3:47 pm
Forum: SNESdev
Topic: Sound Engines for Homebrew
Replies: 14
Views: 5288

Re: Sound Engines for Homebrew

Something that I find a bottleneck is the lack of BRR sample libraries. That's one thing I've found annoying, too, even when just doing ROM hacking. And even if you can convert WAV to BRR, that assumes that you both have WAVs that would work (not too big, loopable) and that you have a way to conver...
by imamelia
Sun Oct 17, 2010 10:25 pm
Forum: SNESdev
Topic: Advice for an aspiring homebrewer?
Replies: 24
Views: 12209

Hm...I'm thinking maybe I should have made this thread over the summer or something, some time when I'd have more time... Well, I've already run into problems. This is my source code so far: ;header lorom ;org $008000 ;fillbyte $FF : fill $8000 org $008000 ResetSNES: SEI ; disable IRQ REP #$39 ; cle...
by imamelia
Mon Sep 06, 2010 7:00 pm
Forum: SNESdev
Topic: Advice for an aspiring homebrewer?
Replies: 24
Views: 12209

You can try being very organized in learning things. If that's what works best for you, go for it. Personally I find it's better to learn things as you need them, so you understand why you need them. Opposed to learning about something and not really using it, forgetting it, and then having to revi...
by imamelia
Wed Sep 01, 2010 6:16 pm
Forum: SNESdev
Topic: Advice for an aspiring homebrewer?
Replies: 24
Views: 12209

Hacking and programming a game are different things. And copying a ton of code from SMW isn't going to help you much. Plus wouldn't that sort of be cheating? Plus if it's copied 1:1 it may be illegal. Well, I wasn't planning on copying a ton of code from SMW, partly because it's known for being a f...
by imamelia
Wed Sep 01, 2010 12:23 am
Forum: SNESdev
Topic: Advice for an aspiring homebrewer?
Replies: 24
Views: 12209

Advice for an aspiring homebrewer?

(paraphrased from something I posted on another forum) I actually am interested in SNES homebrew; I would reach the skill level where I could not only hack SMW, but make a completely new game as well. (I even have some ideas for a game...heck, I've even started RAM and ROM maps for it.) I'm not sur...