Search found 400 matches
- Wed Apr 08, 2009 2:41 pm
- Forum: Newbie Help Center
- Topic: Need help with my first code please.
- Replies: 14
- Views: 7375
Try storing zeroes into $2000 and $2001 after your cld command. This will make sure that the screen is off. You want the screen to be turned off before doing anything to the PPU. Is that .chr file something drawn in a tile editor? I don't know asm6 really, but I would expect there to be something to...
- Wed Apr 08, 2009 9:34 am
- Forum: NES Music
- Topic: Another person needing music/sound engine help!
- Replies: 33
- Views: 16522
Thanks for all the input so far guys! It's funny, but before anything was posted, this was an idea that was pitched to me by someone else, and I had decided to try my hand at it: But I've also seen people squeeze a note and note length into a single byte, sacrificing certain values as command bytes....
- Mon Apr 06, 2009 7:39 am
- Forum: NES Music
- Topic: Another person needing music/sound engine help!
- Replies: 33
- Views: 16522
Another person needing music/sound engine help!
Despite my love for using NerdTracker2, I've decided that it is too hard for me to use in a game. The only way I can figure out how to get sound effects to play while using the NT2 engine is to completely write out all the accesses to the noise channel. That really limits the sounds I can do, and th...
- Fri Apr 03, 2009 9:11 pm
- Forum: NESdev
- Topic: Killing NMI by polling $2002?
- Replies: 10
- Views: 6021
Here is a textbook example of what happens if you poll $2002 to wait for vblank: http://robertlbryant.com/gaming/download/ttxo_demo.nes This was the first completed program that I made, and it shows... alot! haha I haven't booted it up in awhile, but I'm pretty sure you can notice it when making a m...
- Mon Mar 30, 2009 8:39 am
- Forum: Newbie Help Center
- Topic: Help writing to the background
- Replies: 10
- Views: 4328
Alternatively, you can do this after setting $2006 to #$20 and #$00 (or whatever nametable you are wanting to): ldx #$00 clear: sta $2007 sta $2007 sta $2007 sta $2007 dex bne clear Since $2007 increments itself, you can do this. This way you can do the loop the way you want to, 256 times. I believe...
- Thu Mar 26, 2009 6:25 pm
- Forum: Newbie Help Center
- Topic: DirectInput
- Replies: 16
- Views: 7111
- Thu Mar 26, 2009 6:20 pm
- Forum: NESdev
- Topic: The essence of great games on the NES
- Replies: 48
- Views: 30423
hmm, I don't see anything wrong with using mappers to work on a game. Personally, I don't feel as though I'm ready for more advanced mappers right now. CNROM seems to suit my needs for the time being, but when I feel better about my coding (and maybe even plan things ahead of time a bit better), I'm...
- Wed Mar 25, 2009 12:45 am
- Forum: Newbie Help Center
- Topic: Reading a rom with the iNES header
- Replies: 11
- Views: 4786
- Wed Mar 25, 2009 12:42 am
- Forum: NESdev
- Topic: Fan game copyright issues
- Replies: 52
- Views: 20898
So I may end up having to make a different game. In this case, how can I not waste the work that I've already done? haha, just stop bro! Your game is fine, and doesn't have to be buried, and you know it : P But, on the topic of IPs and all that jazz, I don't see why it should be an issue, honestly....
- Tue Mar 24, 2009 12:28 pm
- Forum: Newbie Help Center
- Topic: Reading a rom with the iNES header
- Replies: 11
- Views: 4786
- Mon Mar 23, 2009 3:35 pm
- Forum: NESdev
- Topic: Path finding
- Replies: 4
- Views: 3040
- Mon Mar 23, 2009 3:19 pm
- Forum: NESdev
- Topic: Path finding
- Replies: 4
- Views: 3040
Sounds like a fun project! Well, I had to do a bit of 'path finding' on my latest project, but it's not as involved as yours is, from how it sounds. But, I would probably do something like: For each direction that you can travel, get an index from a map in RAM, which you probably already have. Take ...
- Sun Mar 22, 2009 1:14 pm
- Forum: NESdev
- Topic: A 3D Maze Engine
- Replies: 28
- Views: 12773
For the past couple of days I've been busy at band practice, so I haven't had much time to work on this. I'm probably going to work out the status bar next, however. Oh, and the palette refreshing code in the NMI has been fixed. Someone informed me that if you are setting bit 2 of $2000, then it not...
- Thu Mar 19, 2009 4:10 pm
- Forum: NESdev
- Topic: A 3D Maze Engine
- Replies: 28
- Views: 12773
Hey guys, thanks for the comments : ) About the moving thing! There are different things that I considered when making the engine, and one of them was giving the appearance of movement. The main way I was thinking was having a few different ways of doing things. Like if you move forward, have the sc...
- Wed Mar 18, 2009 11:14 pm
- Forum: NESdev
- Topic: A 3D Maze Engine
- Replies: 28
- Views: 12773
A 3D Maze Engine
I've always been really fond of 3D mazes, like those found in the Golgo games, Ultima, etc. Well, I finally figured out a decent way to do them, and so far, it's pretty efficient, I think. I've been messing with this for the past... 6 or 7 days, so about a week. What I was looking to do was take the...