Search found 189 matches

by miau
Sat Aug 28, 2010 3:34 am
Forum: NESdev
Topic: Moving platforms / movable objects
Replies: 13
Views: 5959

Well, I'm not even sure if my current method is any good, it basically goes like this: The platform and player keep their Y-position of the previous frame in memory. If their collision boxes overlap, it is checked whether the player was above the platform in the previous frame. If so, he's ejected u...
by miau
Fri Aug 27, 2010 7:51 am
Forum: General Stuff
Topic: Interest in a nesdev coding compo?
Replies: 173
Views: 49209

I'm not sure if the the compo would ever really get going with a flexible deadline. I won't have a lot of time to spend either, so I'll be going for a very small project for the minigame category. Sure, people that have lots of time on their hands will have better results, but I'd really love to see...
by miau
Fri Aug 27, 2010 7:00 am
Forum: NESdev
Topic: Moving platforms / movable objects
Replies: 13
Views: 5959

Glad you found it to be useful, Banshaku. It seems to translate well to 6502 ASM, but I don't claim it's the best way to do it. Anyone is welcome to modify/improve/extend the code or provide other ideas. I'll get back to you on collisions, 'cause I have to go out now. Tokumaru, I'd still be interest...
by miau
Wed Aug 25, 2010 9:30 am
Forum: NESdev
Topic: Moving platforms / movable objects
Replies: 13
Views: 5959

Alright, I whipped up some C code to test my ideas. This doesn't have all of the features I talked about, yet, but it's simple and the collision detection should be pretty fast when converted to 6502 ASM. Currently, the platforms behave like Item-1, 2 and 3 in Mega Man 2. You can stand on them, but ...
by miau
Wed Aug 18, 2010 9:13 am
Forum: NESdev
Topic: Moving platforms / movable objects
Replies: 13
Views: 5959

So ideally, you should have sprite cels drawn for "bad things" that happen to the player character, such as getting bonked upside the head and falling flat on his face. The term "sprite cels" is confusing me, do you mean I should divide the sprite into smaller regions and check ...
by miau
Mon Aug 16, 2010 11:52 pm
Forum: NESdev
Topic: Moving platforms / movable objects
Replies: 13
Views: 5959

Sounds good, but there's one case in which it will screw up my movement speed-dependant BG collision. ---+ W | A | L | +-----+ L | | PLA | ---+ | YER |-> slowly moving right +-----+ +----------+ <---| PLATFORM | moving left at a higher speed +----------+ If the player gets pushed into the left wall ...
by miau
Mon Aug 16, 2010 5:54 am
Forum: NESdev
Topic: Moving platforms / movable objects
Replies: 13
Views: 5959

Moving platforms / movable objects

A few days ago I decided to add support for moving platforms to my platformer engine. However, my brain is having a hard time coming up with an implementation that's fast and doesn't cause all kinds of havoc. By moving platform I mean any object that is "solid" and movable within the game ...
by miau
Sat Jul 24, 2010 12:57 pm
Forum: NES Music
Topic: Famitracker Plugins: sound driver + demo rom, text exporter
Replies: 47
Views: 29653

Wow, this is great news. I'm definitely going to look into it. This should make recruiting musicians for your project much easier.

Thank you Gradualore and jsr!
by miau
Wed Jul 21, 2010 12:43 am
Forum: General Stuff
Topic: Interest in a nesdev coding compo?
Replies: 173
Views: 49209

Wow, well I thought you ment like sound engines and stuff, but if your gona use a full engine already made I might as well not enter :P Although I do think it's fair to you it just my simple planned Mini-game (Not really) won't be able to compete :/ Yup, it wouldn't be very nice towards other parti...
by miau
Tue Jul 20, 2010 1:18 pm
Forum: General Stuff
Topic: Interest in a nesdev coding compo?
Replies: 173
Views: 49209

- There should be no limitations for using pre-existing code (impossible to control) Agreed. I wonder what's the consensus on this matter. Let's say I wanted to use my existing platformer engine and build a new game on top of it... while still extending the engine's functionality, effectively worki...
by miau
Sun May 02, 2010 11:22 pm
Forum: NESdev
Topic: RAM dump for testing random number functions
Replies: 7
Views: 2841

FCEUX + Lua file = io.open ("ramdump.txt","w") for i=0,0x7FF do file:write(string.format("%02X ",memory.readbyte(i))) end file:close() You could also hook writes to a specific memory location: MAX_VALUES = 6000 num_values = 0 file = io.open ("rand.txt","w...
by miau
Tue Apr 27, 2010 11:58 pm
Forum: General Stuff
Topic: Favorite Mega Drive/Genesis soundtrack
Replies: 19
Views: 7305

Ristar is clearly my favorite soundtrack on the Genesis.

Followed by:

Also, all the metal heads on this forum should check out M.U.S.H.A.. A very frantic and highly enjoyable soundtrack if you can get used to the FM guitars.
by miau
Tue Apr 27, 2010 1:19 pm
Forum: General Stuff
Topic: Favorite SNES sound track?
Replies: 17
Views: 6560

Syvalion

Or, for cuteness overload:
Wagyan Paradise
Kirby's Dream Land 3


(Thanks Dave, if you happen to read this. :p)

*waiting for the "What's your favorite Genesis soundtrack" thread to pop up*
by miau
Sun Apr 25, 2010 10:25 am
Forum: NESdev
Topic: Anyone think RPG's would be good to develop?
Replies: 52
Views: 15264

The amount of work needed for content IS pretty insane. If you feel safer as an artist than as a programmer an RPG could be for you. Nevertheless, I don't recommend choosing a too ambitious project either. No need for a 20+ hours RPG that may or may not bore people to death. Don't try to write the m...
by miau
Sun Apr 18, 2010 1:35 am
Forum: NES Music
Topic: non NES musical inspiration?
Replies: 25
Views: 10675

Maybe some of you guys are familiar with YMO ? I've really been enjoying their stuff. I remember my parents used to have some YMO tapes lying around that I've always wanted to listen to, but did not. Should have done so, seems to be pretty good stuff. :) Wendy Carlos In this context I'd like to men...