Search found 315 matches

by Sivak
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 ...
by Sivak
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 ...
by Sivak
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...
by Sivak
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)...
by Sivak
Wed Nov 05, 2008 3:03 pm
Forum: NES Music
Topic: Mega Man 9 "Alternate Soundtrack"
Replies: 16
Views: 12396

I liked Galaxy. Some melodies I almost wish I could use in my own game, although not sure where or if they'd fit.
by Sivak
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...
by Sivak
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...
by Sivak
Mon Oct 27, 2008 12:40 pm
Forum: NESdev
Topic: Give my game a try
Replies: 37
Views: 22473

Nice take on the Asteroids style of things.
by Sivak
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...
by Sivak
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...
by Sivak
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...
by Sivak
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...
by Sivak
Thu Oct 09, 2008 6:39 pm
Forum: NESdev
Topic: Thoughts on doing a platformer...
Replies: 28
Views: 9990

doynax wrote:Hey, that's actually pretty neat for a few days work! Any idea what you want to tackle next?
Right now I want to tackle why the music engine that works fine in my other game is suddenly being randomly erroneous...
by Sivak
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...
by Sivak
Tue Oct 07, 2008 5:30 pm
Forum: NESdev
Topic: Thoughts on doing a platformer...
Replies: 28
Views: 9990

tokumaru wrote:I don't think anyone will notice a couple of blank frames while the program is rendering it.
Yeah, I was thinking of having maybe a 6 frame delay or so to get in the appropriate CHR RAM, draw up the BG and write the attributes. I guess I'll see if that's enough for the game. :)