Search found 315 matches

by Sivak
Sat Mar 01, 2008 11:22 am
Forum: NESdev
Topic: My 2nd homebrew game demo
Replies: 14
Views: 10053

For those interested, I have a newer version: http://www.nintendoage.com/media/_usermedia/attachments/Siamond3%2Ezip Some better graphics in-game (I think anyway), a more ornate title screen with music, and you have a time limit to enter your move now. I rewrote some of the instruction screen as per...
by Sivak
Tue Feb 26, 2008 10:01 pm
Forum: NESdev
Topic: My 2nd homebrew game demo
Replies: 14
Views: 10053

NotTheCommonDose wrote:Great to enhance my memory skills but when I lost, it scared me like a screamer on youtube.
I actually have considered changing the loss sound so it's a little less "scary". I think that high-pitched triangle wave does it, heh.
by Sivak
Mon Feb 25, 2008 8:45 am
Forum: NESdev
Topic: My 2nd homebrew game demo
Replies: 14
Views: 10053

Well, no. One key press won't register as multiple. When you hit a button, a variable gets set. When the action takes place it gets set to something else in a sort of "Held" state. You need to release the key in order for it to be reset to 0 or "unheld". I have modified the game ...
by Sivak
Sun Feb 24, 2008 10:13 pm
Forum: NESdev
Topic: My 2nd homebrew game demo
Replies: 14
Views: 10053

Diss my grammar will you? :( Well, I may change how it's written. I basically wrote something in a text file I felt made sense. I really didn't think too many would even bother reading the instruction screen since, unlike my other game Geminim, Simon is probably more widely-known. I just put it ther...
by Sivak
Sun Feb 24, 2008 7:55 pm
Forum: NESdev
Topic: My 2nd homebrew game demo
Replies: 14
Views: 10053

My 2nd homebrew game demo

This time we've gone to a simpler game: Simon. I dubbed this project Siamond due to the way the game board is laid out. This game was a pretty quick one to make and the demo here is more or less the whole game. I might add some stuff, but the overall game is pretty much here. Link: http://www.ninten...
by Sivak
Fri Jan 25, 2008 9:22 pm
Forum: NESdev
Topic: NSF from other game works OK. Self-created doesn't
Replies: 8
Views: 4911

I've figured it all out. Apparently the NSF init routine needs to be at the end of the NMI. I was having this trigger mid-way during some game calls. What I'm basically doing now is using a variable and comparing it at the end of the NMI. If it's not $FF, then it uses whatever number is in there as ...
by Sivak
Tue Jan 22, 2008 1:23 pm
Forum: NESdev
Topic: NSF from other game works OK. Self-created doesn't
Replies: 8
Views: 4911

My variables are all defined in zero page. Zero page is holding 87 spaces worth of memory and I have it starting at $0018 because Famitracker NSFs use the first few bytes of zero page. I originally had it at $0080, but that doesn't do anything to fix the problem either. I have my sprite DMA on $0400...
by Sivak
Mon Jan 21, 2008 3:33 pm
Forum: NESdev
Topic: NSF from other game works OK. Self-created doesn't
Replies: 8
Views: 4911

tepples wrote:Do you know exactly which RAM locations these NSFs are using as their temporary or persistent scratchpad?
No sir, I don't.
by Sivak
Mon Jan 21, 2008 11:37 am
Forum: NESdev
Topic: NSF from other game works OK. Self-created doesn't
Replies: 8
Views: 4911

The NSF is called at the very end of the NMI right after all graphical and game calls are made. After the controller is read too, actually. It's the very last thing. I've also tried Balloon Fight's NSF, but that one causes the same problems, so something about Clu Clu Land's is favored. The reason I...
by Sivak
Mon Jan 21, 2008 6:25 am
Forum: NESdev
Topic: NSF from other game works OK. Self-created doesn't
Replies: 8
Views: 4911

NSF from other game works OK. Self-created doesn't

OK. I've talked about this a few times in an IRC room and such, but I'll go full-detail here: I've been using an NSF made with Famitracker in my game and whenever I perform a routine that is supposed to hold the BG in place, it can cause flickering on the screen similar to when I wasn't waiting for ...
by Sivak
Mon Jan 14, 2008 1:01 pm
Forum: NESdev
Topic: Demo of my game
Replies: 11
Views: 8027

In case anyone wants to check it out, the demo was again upgraded and the link in the first post should still work, only taking you to the new file.

It's getting close to a finished status.
by Sivak
Sat Jan 12, 2008 5:16 pm
Forum: NES Music
Topic: More NSF Requests
Replies: 3133
Views: 1411213

I've thought of two others, if possible:

-Adventures of Rad Gravity
-Yo! Noid with fixes. Some of the music in the rip I have don't seem to have the second square wave right and it's very loud instead of echo-sounding.
by Sivak
Tue Jan 08, 2008 9:21 am
Forum: NESdev
Topic: High and low byte indexing question
Replies: 3
Views: 4324

never-obsolete wrote:if you have a large amount of strings:


Code: Select all

stringtable:	.dw string1, string2, string3, eos

string1:	.db "HELLO"
string2:	.db "STRING"
string3:	.db "TEST"
eos:
I never knew you could categorize things like that... Very interesting.
by Sivak
Mon Jan 07, 2008 7:54 pm
Forum: NESdev
Topic: High and low byte indexing question
Replies: 3
Views: 4324

High and low byte indexing question

Right now in my code, I have a simple method of writing strings which are stored under various labels. Here's an example of one I used: LDA #low (FirstOrSecond + 9) STA <StringHolder LDA #high (FirstOrSecond + 9) STA <StringHolder + 1 LDX #6 JSR WriteString That particular one writes the word "...
by Sivak
Sat Jan 05, 2008 9:00 pm
Forum: NESdev
Topic: Sound question
Replies: 15
Views: 6593

I guess I'm not entirely certain as to what the idea behind the thread is. I know it's trying to say to use variables for the sound registers somehow... Though with the way the program is, it seems that doing anything to the sound registers won't affect this situation. Right now I have some simple r...