Search found 181 matches

by doppelganger
Sat Sep 22, 2007 11:27 am
Forum: NESdev
Topic: I thought i knew how to add and subtract....
Replies: 12
Views: 4753

Yes it does need to be clear before adding and set before subtracting in order to start off properly, but it's supposed to be left as-is when adding or subtracting a number larger than one byte. What you do with the carry flag after all the adds and subtracts are done is up to you.
by doppelganger
Sat Sep 22, 2007 11:13 am
Forum: NESdev
Topic: I thought i knew how to add and subtract....
Replies: 12
Views: 4753

You don't really need to check the carry flag inbetween bytes. You just gotta not modify the carry flag until all your adds or subtracts are done. So yeah, the carry flag was designed with that in mind.
by doppelganger
Tue Sep 11, 2007 8:44 pm
Forum: NESdev
Topic: Tutorials for [Bob Rost's] NBASIC?
Replies: 16
Views: 10015

Well part of the game mechanics run mostly on chance, so that pretty much irons out all the weird event crap like thieves, diseases and other crap. The remainder of it that requires strategy doesn't require very much, apparently. I didn't find it that to get to Oregon as a farmer with all five party...
by doppelganger
Tue Sep 11, 2007 8:37 pm
Forum: Membler Industries
Topic: Can I commission a game?
Replies: 8
Views: 24388

I'm just curious. Did this ever amount to anything?
by doppelganger
Mon Aug 27, 2007 7:27 pm
Forum: NESdev
Topic: Tutorials for [Bob Rost's] NBASIC?
Replies: 16
Views: 10015

You think the NES could use an Oregon Trail port?
by doppelganger
Mon Aug 27, 2007 7:20 pm
Forum: NESdev
Topic: Mandelbrot / Fractals in 6502?
Replies: 11
Views: 6562

The Mandelbrot and Julia sets use the same formula, but they use C differently. The Mandelbrot set use the current complex number (where the pixel coordinates are) for the value of C on every iteration, thus it changes on every pixel. Julia sets use one fixed complex number for the value of C on eve...
by doppelganger
Sat Aug 25, 2007 5:44 pm
Forum: NESdev
Topic: Mandelbrot / Fractals in 6502?
Replies: 11
Views: 6562

Wow, that looks like a pretty good program considering what it does. Just a couple of questions: In the second screenshot of the entire Mandelbrot set, how were the axes oriented? In FRACTINT I believe the X-axis (for real values) points to the right, thus causing the Mandelbrot to "point"...
by doppelganger
Fri Aug 17, 2007 1:06 pm
Forum: NESdev
Topic: The impact of palette color 0x0D
Replies: 8
Views: 4096

I'd just like to point out as an example that SMB1 uses $0f for black. It doesn't necessarily mean that they couldn't use $0e, just that $0f was probably the one recommended color setting for black.
by doppelganger
Sat Aug 11, 2007 7:05 pm
Forum: NESdev
Topic: Tutorials for [Bob Rost's] NBASIC?
Replies: 16
Views: 10015

Somebody really oughta make modifications to make that game work on a real NES. Somebody oughta then call Bob Rost on his mistakes and tell him to learn from them.

And by somebody I mean not me. I'm busy.
by doppelganger
Tue Jul 31, 2007 8:38 pm
Forum: NESdev
Topic: New Commercial NES Games?!
Replies: 22
Views: 9268

More responsive control? What, the other Tetris games not responsive enough?
by doppelganger
Tue Jul 24, 2007 10:19 am
Forum: Newbie Help Center
Topic: interrupt vectors
Replies: 12
Views: 4618

Yes, the program counter (PC) gets loaded with the proper address at $fffa-$ffff, depending on the type of interrupt, sometime at the end of the actual cycle count used for the interrupt itself.
by doppelganger
Sat Jul 14, 2007 2:00 pm
Forum: NESdev
Topic: comprehensive SMB1 disassembly
Replies: 142
Views: 61658

You want to have the time count down as soon as the player leaves the flag to make it appear as though the player is walking to the next level? And you want to eliminate the brick that keeps the player from walking endlessly? But how would you explain the discontinuity between levels (an endless pla...
by doppelganger
Sun Jul 01, 2007 1:37 am
Forum: NESdev
Topic: NES cartridge custom box
Replies: 5
Views: 3090

That's free time well spent. :-)
by doppelganger
Sat Jun 30, 2007 8:33 pm
Forum: NESdev
Topic: Possibility: Disasseblies of both SMB2 and Doki Doki Panic
Replies: 10
Views: 5786

Re: Possibility: Disasseblies of both SMB2 and Doki Doki Pan

Okay...several points I want to make here. 1. Saying something isn't a request doesn't necessarily make it not a request. 2. Point number one being the case, WE DO NOT TAKE REQUESTS. 3. If someone reverse-engineered Doki Doki Panic or SMB2, why would they need to do the other one also? 4. Do we real...
by doppelganger
Fri Jun 29, 2007 1:21 pm
Forum: NESdev
Topic: comprehensive SMB1 disassembly
Replies: 142
Views: 61658

Also would it be possible to add that triangle wave skidding sound to the original SMB? Anything is possible if you have room for it, if you catch my drift. Seriously though, if you consider adding the triangle wave skidding sound to SMB, I would suggest adding it to the third sfx engine (the one t...