Search found 34 matches

by VanOccupanther
Sun Dec 31, 2006 6:10 pm
Forum: Newbie Help Center
Topic: setting boundaries
Replies: 10
Views: 4426

THANK YOU SO MUCH! :D
by VanOccupanther
Fri Dec 29, 2006 7:00 pm
Forum: Newbie Help Center
Topic: um, nintendulator dissapeared
Replies: 5
Views: 2450

Thank You!
by VanOccupanther
Fri Dec 29, 2006 2:07 pm
Forum: Newbie Help Center
Topic: um, nintendulator dissapeared
Replies: 5
Views: 2450

well, yes, nintendulator is usually under that message screen. But, here and now, i just see the next window opened behind it. No nintendulator at all (but it says it is running at the bottom of the screen :? ) Thank you.
by VanOccupanther
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...
by VanOccupanther
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...
by VanOccupanther
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...
by VanOccupanther
Mon Dec 04, 2006 6:07 pm
Forum: Newbie Help Center
Topic: setting boundaries
Replies: 10
Views: 4426

Yes, Thank You, it should be FE80. But, the numbers, after multiplying, add up to 7E80. The multiply procedure works. So the code that figures out aa.bb * cc.dd could not be working. But, it only messes up when firing in a decreasing direction.

This one is really hard.
by VanOccupanther
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...
by VanOccupanther
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...
by VanOccupanther
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
by VanOccupanther
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...
by VanOccupanther
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 = ...
by VanOccupanther
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...
by VanOccupanther
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...
by VanOccupanther
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...