Search found 402 matches
- Tue Oct 16, 2018 7:56 pm
- Forum: General Stuff
- Topic: Start developing a game and don't sink into engine design?
- Replies: 21
- Views: 29087
Re: Start developing a game and don't sink into engine desig
The longer slog is implementing all of the items, levels, enemies, and abilities. That's the type of thing you'll burn out on. This. I finished the core of my Zelda-like game years ago, but always get burnt out creating content. I also like building engines, so I've started a few other projects and...
- Wed Oct 10, 2018 7:05 am
- Forum: NESdev
- Topic: Writing my own assembler
- Replies: 73
- Views: 32751
Re: Writing my own assembler
The problem with that is that all these extra labels will get exported to label files along with the ones that are actually relevant for debugging. Maybe the solution is not to change ENUM, but to take a cue from ca65 and implement two forms of assignment for symbols, one that marks the symbol as a...
- Fri Oct 05, 2018 1:46 pm
- Forum: NESemdev
- Topic: Mesen - NES Emulator
- Replies: 967
- Views: 587635
Re: Mesen - NES Emulator
I would show whatever valid instruction the PC points to. In this example, LDA #$FF.
The debugger was highlighted on line $FE66, but the actual value of the PC was $FE67.
The debugger was highlighted on line $FE66, but the actual value of the PC was $FE67.
- Fri Oct 05, 2018 6:22 am
- Forum: NESemdev
- Topic: Mesen - NES Emulator
- Replies: 967
- Views: 587635
Re: Mesen - NES Emulator
Found an issue with the debugger. Here's an example: lda var beq _is_zero _is_not_zero: lda array, X .db $2C _is_zero: lda #$FF sta v0 rts The first time it ran, 'var' was non-zero, so it went through the array access path (lda, bit, sta, rts). Later on, 'var' was zero, so it went through the consta...
- Wed Oct 03, 2018 10:43 am
- Forum: NES Music
- Topic: Experienced 8bit Composer Looking for New Projects
- Replies: 12
- Views: 12883
Re: Experienced 8bit Composer Looking for New Projects
Do you also do sfx?
- Tue Sep 18, 2018 1:28 pm
- Forum: NESdev
- Topic: Mesen Debugger - Feedback/Feature Requests? (2018 edition)
- Replies: 204
- Views: 141096
Re: Mesen Debugger - Feedback/Feature Requests? (2018 editi
So I finally took the time to download Mesen after fceux crashed because I tried a mmc3/chr-rom/chr-ram/wram combo. I've only briefly tried out the debugging features, but I was immediately impressed. The event viewer is really helpful and showed me that my irq fires 1 scanline early for a few frame...
- Wed Aug 08, 2018 11:13 am
- Forum: General Stuff
- Topic: Networking, Threads, and Multiplayer
- Replies: 1
- Views: 3315
Networking, Threads, and Multiplayer
I've been reading up on both topics lately and was able to make a simple client-server chat program. Now I want to take this idea and extend it to a co-op game with both local and network support. For now, I'm just going to extend my original program to allow for multiple clients to join the server ...
- Fri Jul 06, 2018 7:11 am
- Forum: NES Graphics
- Topic: Questions about animation frames
- Replies: 13
- Views: 11393
Re: Questions about animation frames
There is no hardware limitation on having different times for each frame of an animation. My animation code allows for this, but it does double the size of an animation definition (which isn't really a problem these days). Without bank switching or chr-ram you might run out of tiles to use on other ...
- Thu May 31, 2018 8:21 pm
- Forum: NESdev
- Topic: Efficient way to reuse variables
- Replies: 48
- Views: 16947
Re: Efficient way to reuse variables
I never considered this possibility. I'll have to keep this in mind if I find myself short on temporary storage.rainwarrior wrote:a 256 OAM buffer in RAM might be rebuilt every frame, which is quite a bit of temporary space available for anything that happens before you build your sprite list
- Thu May 31, 2018 3:08 pm
- Forum: NESdev
- Topic: Efficient way to reuse variables
- Replies: 48
- Views: 16947
Re: Efficient way to reuse variables
I set aside zp variables like MIPS registers: a0 - a5 : argument registers t0 - t9 : temporary registers s0 - s5 : save registers v0 - v1 : return value registers (or more arguments) i0 - i1 : temporary registers (for interrupts) A , T , and V are assumed to be overwritten across function calls. S m...
- Fri May 04, 2018 12:28 pm
- Forum: General Stuff
- Topic: Math in Video Game development
- Replies: 16
- Views: 7974
Re: Math in Video Game development
It depends on the type of game, but I do feel a basic understanding of math and physics helps. While working on a Zelda-type game, everything was very simple and basic. On the other hand, a platformer project was a lot more complex. Some of that was by choice, such as having elastic collisions inste...
- Tue Apr 10, 2018 8:16 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Mapper30 8x8 attributes on Everdrive
- Replies: 42
- Views: 16326
Re: Mapper30 8x8 attributes on Everdrive
* Which of the possible configurations would be your favorite? Conventional H/V mirroring trading away CHR tiles? One-screen mirroring leaving CHR alone? Or variants on the 4-screen configuration? I'm a big fan of one-screen mirroring. I like to used nat-a for the playing field and nat-b for the st...
- Tue Apr 10, 2018 9:52 am
- Forum: NES Hardware and Flash Equipment
- Topic: Mapper30 8x8 attributes on Everdrive
- Replies: 42
- Views: 16326
Re: Mapper30 8x8 attributes on Everdrive
I added it to the FME7, but sorted cheated and used a block ram instead. Nice to see it in a more affordable package.
I'd have to double check, but I'm pretty sure I had to latch bits on the rising edge for the PowerPak.
I'd have to double check, but I'm pretty sure I had to latch bits on the rising edge for the PowerPak.
- Wed Feb 21, 2018 7:05 am
- Forum: NES Hardware and Flash Equipment
- Topic: Verilog and the Powerpak
- Replies: 13
- Views: 5428
Re: Verilog and the Powerpak
Turns out this was it. After adding some logic to control ciram_ce, everything started working. Thanks!lidnariq wrote:I assume you're also keeping the NES's internal RAM off the bus?
- Mon Feb 19, 2018 9:11 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Verilog and the Powerpak
- Replies: 13
- Views: 5428
Re: Verilog and the Powerpak
I've been trying to figure out how to put data into PPU D0.D7 but haven't had any luck. I started out by filling the attribute tables with palette 0 in software, and trying to force them all to palette 2 in hardware. For bus control I have: assign neschr_oe=neschr_rd & ({chrain[13:12],chrain[9:6...