Search found 2159 matches
- Thu Jun 23, 2005 9:42 pm
- Forum: Newbie Help Center
- Topic: background changing
- Replies: 7
- Views: 5251
- Sat Jun 18, 2005 6:40 pm
- Forum: Newbie Help Center
- Topic: background changing
- Replies: 7
- Views: 5251
background changing
Okay, I am making a small game that is basicly the same thing as pacman, and I have my title screen scroll down from the top. Then what I want is that when you press start, like it says to do so on the title screen, you can change the background to the map of the level, and start the game. I can't t...
- Thu Jun 16, 2005 12:27 pm
- Forum: Newbie Help Center
- Topic: Dissasembled commercial games? (with comments?)
- Replies: 12
- Views: 8875
- Wed Jun 15, 2005 1:38 pm
- Forum: NESdev
- Topic: ...NSA doesn't work...
- Replies: 5
- Views: 5591
- Tue Jun 14, 2005 10:30 pm
- Forum: Newbie Help Center
- Topic: Dissasembled commercial games? (with comments?)
- Replies: 12
- Views: 8875
- Tue Jun 14, 2005 10:26 pm
- Forum: NESdev
- Topic: ...NSA doesn't work...
- Replies: 5
- Views: 5591
...NSA doesn't work...
Okay, I have a dumb question. Why doesn't NSA work? It says it encounters an unhandeled exeption when I run it, and I have to close it, and it is stupid, because I want it to work really bad! I might just be dumb, but could someone tell me if there is some way I can get it to run? thanks... 
- Mon Jun 13, 2005 2:50 pm
- Forum: NESdev
- Topic: Object collision
- Replies: 107
- Views: 56003
- Mon Jun 13, 2005 2:20 pm
- Forum: NESdev
- Topic: Object collision
- Replies: 107
- Views: 56003
- Mon Jun 13, 2005 12:46 pm
- Forum: NESdev
- Topic: Object collision
- Replies: 107
- Views: 56003
Sorry I'm not clear enough about what i want. I am trying to make a collision with my moving sprite, and a still sprite. It has the effect of a background collision, where when you hit the sprite, you stop moving. The still sprite basicly acts as a block like on mario. Sorry if I'm annoying everyone...
- Sun Jun 12, 2005 10:54 pm
- Forum: NESdev
- Topic: Object collision
- Replies: 107
- Views: 56003
Sorry, ignore that thing above. This is my code: Collide: lda Y_Pos cmp #100 beq NOTHINGdown lda X_Pos cmp #99 beq NOTHINGdown I know that that isn't correct by the way. I don't know how to get it to stop when it's at location 99,100 if 100 is Y and 99 is X. It of course stops at in the column where...
- Sun Jun 12, 2005 9:55 pm
- Forum: NESdev
- Topic: Object collision
- Replies: 107
- Views: 56003
I didn't really understand what you were saying there Fx3, though it's probably completely logical, and I'm just bad at interperting things into my own head. I have an idea to tell it when the object moving is in tile #99, it will disable the RIGHTKEYdown function. But I don't know how to define a v...
- Sun Jun 12, 2005 5:16 pm
- Forum: NESdev
- Topic: Object collision
- Replies: 107
- Views: 56003
Object collision
I know how to move sprites and do backgrounds and all that, but how do you make an object collide with another one? I couldn't really find any info on it, so can someone help me? thanks. 
- Mon Jun 06, 2005 10:04 pm
- Forum: NESdev
- Topic: How do you do timing with the NES?
- Replies: 15
- Views: 11031
- Mon Jun 06, 2005 9:20 pm
- Forum: NESdev
- Topic: How do you do timing with the NES?
- Replies: 15
- Views: 11031
Yeah, I know like most of the commands, because I have a document that states what each one does. For some stupid reason, When I tried out the example you showed, the top part of this code: lda <600 sta counter_low lda >600 sta counter_high is the part that is correct in my code, but when I put it i...
- Mon Jun 06, 2005 8:26 pm
- Forum: NESdev
- Topic: How do you do timing with the NES?
- Replies: 15
- Views: 11031