Search found 315 matches
- Thu Nov 06, 2008 1:21 pm
- Forum: NESdev
- Topic: Color $1D - Black or dark grey?
- Replies: 17
- Views: 7430
Well, looking at that image and at my TV (I know this is not a relevant point since all TVs vary), some of those are similar but obviously a few differences are there. For instance, $15 and $16 look pretty similar on mine. The $X8 have a little more greenish tint to them, but not as much as the $X9 ...
- Thu Nov 06, 2008 12:43 pm
- Forum: NESdev
- Topic: Color $1D - Black or dark grey?
- Replies: 17
- Views: 7430
Color $1D - Black or dark grey?
I recently got a copy of one of my games, and it has a palette tester as an easter egg. Anyway, on the screen displaying the "D" colors, $0D and $1D both appeared as black (yeah, I know $0D is a bad color. It didn't cause any problems while looking at it, though) and $2D and $3D were some ...
- Thu Nov 06, 2008 9:17 am
- Forum: NESdev
- Topic: Video demos of my game
- Replies: 95
- Views: 36858
The game seems rather revolved around some weird gravity effects, could you explain that? What effects do you mean? If you mean that little part where I fall slowly through the spikes near the beginning, that's cause I'm using the feather fall item (see the top). Lookin' good, man! Was the game ins...
- Wed Nov 05, 2008 11:42 pm
- Forum: NESdev
- Topic: Video demos of my game
- Replies: 95
- Views: 36858
Video demos of my game
I think I finally have something worth showing. This video shows off a few sections of the game. Not much else to say, so enjoy. http://www.youtube.com/watch?v=syY80GyfRYM - Video #1 (very old) http://www.youtube.com/watch?v=wVJVPkxv2D4 - Video #2 (the old, incomplete first area and a rough boss #1)...
- Wed Nov 05, 2008 3:03 pm
- Forum: NES Music
- Topic: Mega Man 9 "Alternate Soundtrack"
- Replies: 16
- Views: 12396
- Fri Oct 31, 2008 9:13 am
- Forum: NESdev
- Topic: A good way to code water?
- Replies: 5
- Views: 2682
A good way to code water?
Hey again. I've been toying with ideas and let me explain my ideas: Basically, I have a tile with a property of Water and when the player enters it, I want him to change to a swimming state. Basically, for the movement I setup a variable called Environment and then that uses pointer on whether to us...
- Wed Oct 29, 2008 10:34 pm
- Forum: NESdev
- Topic: Video demo of my Columns clone
- Replies: 27
- Views: 14561
Regarding comments: The video is only a demo, so I'm probably not going to re-upload it. If I feel like sharing a score video sometime, I may do that. The game will be in cart form, yes. The Sega music is not going to be selectable in the final game as it's copyrighted. I didn't remove the song from...
- Mon Oct 27, 2008 12:40 pm
- Forum: NESdev
- Topic: Give my game a try
- Replies: 37
- Views: 22473
- Thu Oct 23, 2008 3:44 pm
- Forum: NESdev
- Topic: Having it so a fragment of the BG scrolls...
- Replies: 4
- Views: 2898
Is it fine if the 32-pixel-tall window is as wide as the screen? Because if so, you can use a scroll split, which involves sprite 0 and timed code that writes to the scrolling registers. Yeah, basically I want this particular box to be 256 pixels wide, so basically you've got a black rectangle on-s...
- Thu Oct 23, 2008 3:10 pm
- Forum: NESdev
- Topic: Having it so a fragment of the BG scrolls...
- Replies: 4
- Views: 2898
Having it so a fragment of the BG scrolls...
Ok. I have implemented save rooms and such, and I wanted to have it so part of the BG would scroll aside and have a box come in that says "Saved" or whatnot. This would avoid having to write the necessary BG tiles to memory backups. So, how would I go about having maybe a 32 pixel tall are...
- Wed Oct 15, 2008 9:30 am
- Forum: NESdev
- Topic: Collision for all cases is hard... Tips?
- Replies: 2
- Views: 2384
Collision for all cases is hard... Tips?
Well, the hit detection is getting there, but I'm still finding myself able to go through walls and not be able to get into narrow gaps when falling and jumping... Here's a basic synopsis of what I'm doing: -A room is 16x12. There's an array that holds the various block types (0 for solid, 1 for blo...
- Sun Oct 12, 2008 9:39 am
- Forum: NESdev
- Topic: Quickie Q on movement
- Replies: 5
- Views: 3295
Quickie Q on movement
Ok. I'm doing the part involving moving the sprite around and wanted to know this: If I want to just use one routine to move around, 1 pixel at a time, would having it so one variable = 1 or 255 be acceptable? So you basically do this: LDA spriteXposition CLC ADC (either #$01 or #$FF) STA spriteXpos...
- Thu Oct 09, 2008 6:39 pm
- Forum: NESdev
- Topic: Thoughts on doing a platformer...
- Replies: 28
- Views: 9990
- Thu Oct 09, 2008 5:30 pm
- Forum: NESdev
- Topic: Thoughts on doing a platformer...
- Replies: 28
- Views: 9990
Hey folks. I've played around with it and have managed to get somewhere. I basically have it, right now, loading in a room data and grabbing various material from it, such as what to load in CHR RAM, what palette to use, etc. Here are two screens for now: http://img253.imageshack.us/img253/4981/12kn...
- Tue Oct 07, 2008 5:30 pm
- Forum: NESdev
- Topic: Thoughts on doing a platformer...
- Replies: 28
- Views: 9990