Search found 388 matches
- Fri Jul 31, 2009 4:35 am
- Forum: Newbie Help Center
- Topic: Jumpy screen - out of CPU time?
- Replies: 16
- Views: 7539
I was just about to try to respond to that. :) No need to use $2000 if you are using $2006 to set the scroll (which you should only if setting the scroll outside of VBlank). How do you use $2006 to set the scroll? EDIT: I had a guess above that was incorrect. Let me try again. As Disch showed us in ...
- Thu Jul 30, 2009 6:05 pm
- Forum: Newbie Help Center
- Topic: Jumpy screen - out of CPU time?
- Replies: 16
- Views: 7539
- Thu Jul 30, 2009 5:29 pm
- Forum: Newbie Help Center
- Topic: Jumpy screen - out of CPU time?
- Replies: 16
- Views: 7539
Thanks, from the above threads and this thread I think I finally understand loopy's doc as far as I need to be able to for now. ( Blargg's doc is far better.) Still fuzzy on $2006 and $2007...that's just for rewriting your nametables, right? So during your NMI you should read $2002 to reset the flip...
- Thu Jul 30, 2009 12:33 pm
- Forum: General Stuff
- Topic: Justifying this hobby?
- Replies: 34
- Views: 17077
When I get hassled about what I like to do, I usually look at what they are doing themselves and how they rationalize their hobbies. Everyone does something that is less-than-practical. However if the problem is that you are supposed to be working on something more substantial to earn a living like ...
- Thu Jul 30, 2009 12:22 pm
- Forum: General Stuff
- Topic: A video game is something outher than a toy?
- Replies: 31
- Views: 12254
toy –noun 1. an object, often a small representation of something familiar, as an animal or person, for children or others to play with; plaything. 2. a thing or matter of little or no value or importance; a trifle. 3. something that serves for or as if for diversion, rather than for serious prati...
- Thu Jul 30, 2009 11:40 am
- Forum: General Stuff
- Topic: The best NES song ever?
- Replies: 30
- Views: 10587
Some of my biggest favorites are from Castlevania 3, particularly the Japanese one, but that's largely due to the special audio chip. However I also think the composition is spectacular across the game. Dragon Warrior 4 is another game with very well-written music throughout. Each chapter develops a...
- Thu Jul 30, 2009 10:25 am
- Forum: Newbie Help Center
- Topic: Jumpy screen - out of CPU time?
- Replies: 16
- Views: 7539
I've seen code where people do what UncleSporky does -- set $2005 to $00 twice. I've seen this in FF2j (for sake of example too). The first write sets the horizontal scroll (to 0 in my case) and the second sets the vertical scroll (also 0). If I run a loop here and keep decrementing the vertical sc...
- Thu Jul 30, 2009 6:24 am
- Forum: Newbie Help Center
- Topic: Jumpy screen - out of CPU time?
- Replies: 16
- Views: 7539
This code is executed every program loop (but obviously only updates scroll once). update_scroll: ;*** this is a temporary function to initialize the screen position lda #0 sta $2006 sta $2006 lda scroll beq + lda #0 sta scroll sta $2005 sta $2005 rts Is that the problem? I need to write to $2005 ev...
- Thu Jul 30, 2009 5:59 am
- Forum: Newbie Help Center
- Topic: Jumpy screen - out of CPU time?
- Replies: 16
- Views: 7539
Jumpy screen - out of CPU time?
I've been messing around, making a NES demo. Recently I've kept running into a strange little glitch that I can't nail down. You can see what I mean by downloading it here: http://www.box.net/shared/3u9d5u97gm "demo.nes" is the normal demo. "demo jitter.nes" has had some extra co...
- Mon Jul 27, 2009 12:37 pm
- Forum: Newbie Help Center
- Topic: Enemy coordinates relative to scrolling map...16 bit coords?
- Replies: 9
- Views: 4462
I'm looking at this myself now. For me there was never any question of having some amount of subpixel precision since whole pixel speeds are always awkward. But the question is, how much? Right now I use 2 bits just for testing purposes which is sufficient in terms of speed, but other methods listed...
- Sat Jul 25, 2009 3:29 pm
- Forum: NESdev
- Topic: Super Metroid engine on NES?
- Replies: 12
- Views: 6325
- Sat Jul 25, 2009 1:43 pm
- Forum: NESdev
- Topic: Super Metroid engine on NES?
- Replies: 12
- Views: 6325
Super Metroid was one of the last Metroid games I played (including the Primes and all). I don't hate it but I don't feel anything special for it. You definitely need to have owned it during its heyday for it to feel like a masterpiece. Lots of strange design decisions everywhere such as diagonal ai...
- Thu Jul 23, 2009 10:27 pm
- Forum: Newbie Help Center
- Topic: Metatiles, and memory vs. complexity
- Replies: 7
- Views: 4223
Re: Metatiles, and memory vs. complexity
do the lower four go down to 8/4/2/1, or are they flags for something else? Do you have reason to look up exact pixels in your engine? I use them to tell how far into the metatile the coordinates are. This is useful when the ground is not perfectly straight, for example. If each column of the metat...
- Thu Jul 23, 2009 9:10 pm
- Forum: Newbie Help Center
- Topic: Metatiles, and memory vs. complexity
- Replies: 7
- Views: 4223
Re: Metatiles, and memory vs. complexity
I meant, how is this system of metatiles utilized. What sort of matrix are we looking at, how many bits per entry? The easiest way to handle them is when the sizes of the metatiles are powers of 2, so that specific bits from a full coordinate can be used to identify all the metatiles. Take my metat...
- Thu Jul 23, 2009 7:29 pm
- Forum: Newbie Help Center
- Topic: Metatiles, and memory vs. complexity
- Replies: 7
- Views: 4223
Re: Metatiles, and memory vs. complexity
Thanks for the info, I'm glad to learn that the above methods are all used. I guess I should've been more specific - knowing that all the above is possible, how do I figure out what combination of features is going to be efficient for a starter engine? When people say they have metatiles of metatile...