Search found 315 matches
- 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...
- Tue Feb 26, 2008 10:01 pm
- Forum: NESdev
- Topic: My 2nd homebrew game demo
- Replies: 14
- Views: 10053
- Mon Feb 25, 2008 8:45 am
- Forum: NESdev
- Topic: My 2nd homebrew game demo
- Replies: 14
- Views: 10053
- 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...
- 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...
- 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 ...
- 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...
- Mon Jan 21, 2008 3:33 pm
- Forum: NESdev
- Topic: NSF from other game works OK. Self-created doesn't
- Replies: 8
- Views: 4911
- 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...
- 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 ...
- Mon Jan 14, 2008 1:01 pm
- Forum: NESdev
- Topic: Demo of my game
- Replies: 11
- Views: 8027
- Sat Jan 12, 2008 5:16 pm
- Forum: NES Music
- Topic: More NSF Requests
- Replies: 3133
- Views: 1411213
- Tue Jan 08, 2008 9:21 am
- Forum: NESdev
- Topic: High and low byte indexing question
- Replies: 3
- Views: 4324
I never knew you could categorize things like that... Very interesting.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:
- 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 "...
- 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...