Search found 2159 matches

by Celius
Thu Jun 23, 2005 9:42 pm
Forum: Newbie Help Center
Topic: background changing
Replies: 7
Views: 5251

Sorry, I forgot to log in before I posted the previous message. But just to let you know, I posted that thing above. :)
by Celius
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...
by Celius
Thu Jun 16, 2005 12:27 pm
Forum: Newbie Help Center
Topic: Dissasembled commercial games? (with comments?)
Replies: 12
Views: 8875

I think it's written for something like dasm, or one of them really confusing 'include 3000 other asm files in that asm file' assemblers. Although, I wish you could do that with nesasm. I hate linking code together! :x
by Celius
Wed Jun 15, 2005 1:38 pm
Forum: NESdev
Topic: ...NSA doesn't work...
Replies: 5
Views: 5591

Thank you very much! That is a very cool program that will prove to be very useful! thanks! :D
by Celius
Tue Jun 14, 2005 10:30 pm
Forum: Newbie Help Center
Topic: Dissasembled commercial games? (with comments?)
Replies: 12
Views: 8875

I tried to dissemble Final Fantasy 3, and wow, that was a scary code. I couldn't fool around with it, cause I didn't know what I was doing with the dissassembler. I would if i knew how. :?
by Celius
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... :(
by Celius
Mon Jun 13, 2005 2:50 pm
Forum: NESdev
Topic: Object collision
Replies: 107
Views: 56003

Thank you! But is there a simpler way to do this? because if you're making a platformer with about as many platforms as say Metroid, You probably wouldn't want to do all that for every little pixel, if you know what I mean. Is there a way to write to the object, instead of the pixel? :)
by Celius
Mon Jun 13, 2005 2:20 pm
Forum: NESdev
Topic: Object collision
Replies: 107
Views: 56003

I wouldn't have trouble with this if there were some way to say this:

lda Y_Pos
cmp #100
and
lda X_Pos
cmp #93
bne NOTHINGdown

When I say and, I don't mean the actuall command. Is there some way to say only go to NOTHINGdown, if Y_Pos = 100 and X_Pos = 93?
by Celius
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...
by Celius
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...
by Celius
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...
by Celius
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. :)
by Celius
Mon Jun 06, 2005 10:04 pm
Forum: NESdev
Topic: How do you do timing with the NES?
Replies: 15
Views: 11031

okay, so I tried doing what you said, and the screen just scrolls at the speed of sound, and never stops. How do you slow this down?
by Celius
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...
by Celius
Mon Jun 06, 2005 8:26 pm
Forum: NESdev
Topic: How do you do timing with the NES?
Replies: 15
Views: 11031

I'm sorry, I must seem like I'm clueless, but I have one really dumb question. How would I set the counter to 600....? I am so sorry, I am really dumb sometimes, and I am dumb today at this moment. Thanks for all the help you guys gave me, especially disch. Thanks.