Search found 34 matches
- Sun Dec 31, 2006 6:10 pm
- Forum: Newbie Help Center
- Topic: setting boundaries
- Replies: 10
- Views: 4426
- Fri Dec 29, 2006 7:00 pm
- Forum: Newbie Help Center
- Topic: um, nintendulator dissapeared
- Replies: 5
- Views: 2450
- Fri Dec 29, 2006 2:07 pm
- Forum: Newbie Help Center
- Topic: um, nintendulator dissapeared
- Replies: 5
- Views: 2450
- Fri Dec 29, 2006 1:49 pm
- Forum: Newbie Help Center
- Topic: um, nintendulator dissapeared
- Replies: 5
- Views: 2450
um, nintendulator dissapeared
hi Now, after you open up Nintendulator, you cant see it. You can only see the window that opens saying "Emulation switched to NTSC". Clicking maximize brings it back, but it's full screen. i cant really use it like that. Please, how can this be fixed? i've tried deleting Nintendulator and...
- Thu Dec 28, 2006 1:45 pm
- Forum: Newbie Help Center
- Topic: setting boundaries
- Replies: 10
- Views: 4426
Just did a test while shooting up. FF.04 (a value for decrementing each time) * 1.80 (movement speed) ----------- 17E.8600 (a new value for decrementing each time) That's the answer that Windows Calculator gives. Well, it matches my programs answer.. 7E.86 So the multiplication is correct. And decre...
- Thu Dec 07, 2006 7:40 pm
- Forum: Newbie Help Center
- Topic: setting boundaries
- Replies: 10
- Views: 4426
When multiplying aa.bb by cc.dd, aa.bb is the spead variable and cc.dd is the value added to the y value each time. aa is 1, for now, so i dont have to worry about sign extending bb. But, cc might need to be signextended if cc is 0. So i added this code after (giving speed variable a value) and befo...
- Mon Dec 04, 2006 6:07 pm
- Forum: Newbie Help Center
- Topic: setting boundaries
- Replies: 10
- Views: 4426
- Thu Nov 30, 2006 8:39 pm
- Forum: Newbie Help Center
- Topic: setting boundaries
- Replies: 10
- Views: 4426
ok, i hope this is the question i should ask. When shooting directly down, for the y-values, it reads: 48, 49, 4B, 4C, 4E (constant addition of $0180 (not including decimal part for these examples)) When shooting directly up, for the y-values, it reads: 92, 10, 8F, 0D, 8C (constant addition of $7E80...
- Sun Nov 19, 2006 8:46 pm
- Forum: Newbie Help Center
- Topic: setting boundaries
- Replies: 10
- Views: 4426
Thank You for telling me about cmp! :) My game has a very odd problem now. If i fly toward the bottom of the screen and fire directly up, the bullet disappears mid screen. While at the bottom and firing up, first the y value is $A0. And as it continues flying up the yvalue decreases to $94, then $8B...
- Thu Nov 16, 2006 7:42 pm
- Forum: Newbie Help Center
- Topic: Helpful 6502 texts?
- Replies: 9
- Views: 5384
You should think about printing this out. 
http://users.telenet.be/kim1-6502/6502/pm-apndx.html
and this one is quick and to the point (greatly helped me with addressing modes):
http://nesdev.com/6502guid.txt
http://users.telenet.be/kim1-6502/6502/pm-apndx.html
and this one is quick and to the point (greatly helped me with addressing modes):
http://nesdev.com/6502guid.txt
- Sun Nov 12, 2006 9:52 pm
- Forum: Newbie Help Center
- Topic: setting boundaries
- Replies: 10
- Views: 4426
setting boundaries
(Thank You tepples, the classic multiplying 16 bits by 16 bits algorithm really helped me!) How do you set boundaries? After increasing the speed of my bullet, i noticed that sometimes it will cross the screen two or three times. My code for checking the y boundary of the screen is like this: lda bu...
- Fri Nov 03, 2006 9:28 pm
- Forum: Newbie Help Center
- Topic: speeding up and slowing down
- Replies: 22
- Views: 8743
Multiplying two two byte numbers is hard. Here is my attempt (A,B,C,and D are variables.) A.B x C.D ----- step1 = D * B step2 = carry_from_step3 + C * A step3 = C * B step4 = carry_from_step1 + D * A step1 x 1 = val1 step2 x 100 = val2 step3 x 10 = val3 step4 x 10 = val4 val1 + val2 + val3 + val4 = ...
- Mon Oct 30, 2006 5:50 pm
- Forum: Newbie Help Center
- Topic: speeding up and slowing down
- Replies: 22
- Views: 8743
Having problems. Here's the code: ;************** ; movement_speed start ;************** lda #$10 sta speed lda y_portion_decimal ;sta look2 sta multiplicand lda speed asl asl asl asl ;sta look4 jsr multiply lda product ;sta look6 sta bullettable+1 ;y_portion_decimal lda y_portion ;sta look sta mult...
- Sat Oct 28, 2006 10:45 am
- Forum: Newbie Help Center
- Topic: speeding up and slowing down
- Replies: 22
- Views: 8743
www.freewebs.com/the_bott/ScrollSpeedTest.nes That was useful to me for figuring out how fast and slow the one byte speed method could go. (7+15/16th and 1/16th) ---------- Well, i tried the one byte method and it ended up using two bytes. Here's what's there: lda $18 sta speed lda speed and #%0000...
- Wed Oct 25, 2006 5:37 pm
- Forum: Newbie Help Center
- Topic: speeding up and slowing down
- Replies: 22
- Views: 8743
That is interesting! Here is some code: Although machines often have efficient built-in instructions for performing arithmetic and logical operations, in fact all these operations can be performed just by combining the bitwise operators and zero-testing in various ways. For example, here is a pseudo...