Search found 388 matches

by UncleSporky
Thu Jul 23, 2009 4:09 pm
Forum: Newbie Help Center
Topic: Metatiles, and memory vs. complexity
Replies: 7
Views: 4223

Metatiles, and memory vs. complexity

Hi guys, I've been thinking about the reasoning behind different systems of organizing your backgrounds/level data and I'm looking for a simple method I can use for a platformer. As such I have a lot of random questions so please forgive the length. I'm kind of going off of this topic which has exce...
by UncleSporky
Fri Jul 17, 2009 11:16 am
Forum: NESdev
Topic: Modifying $2005 and $2006 during HBLANK
Replies: 18
Views: 8025

And of course now it's coming up fine no problem. Guess I'll save the content this time.
by UncleSporky
Fri Jul 17, 2009 9:10 am
Forum: NESdev
Topic: Modifying $2005 and $2006 during HBLANK
Replies: 18
Views: 8025

Well, it's fun I just wrote an article about that yesterday. It was meant to be used by both newbies and more advanced programmers, on the NES programming side (not on the emulation side). And the arcticle ended up *much longer* than what I exepted to write when starting it. I just give practical t...
by UncleSporky
Sun Jan 25, 2009 8:16 am
Forum: NESdev
Topic: Video demos of my game
Replies: 95
Views: 36857

Looking really good now! Nice to see a full level with boss and everything. But the one thing I'm missing in it is scrolling. A nice trait of the NES is how all games had nice n' smooth scrolling for free, while on many other platforms it was a luxury that cost lots of software cycles. I really thi...
by UncleSporky
Tue Jan 20, 2009 10:29 am
Forum: Newbie Help Center
Topic: Efficiency: reading joypad data into a byte of RAM
Replies: 13
Views: 6305

Are you going to be playing sampled audio (using $4010-$4013) in your demo? If so, you need to keep in mind that the DMA unit causes "noise" on the controller ports' clock signal. By clock signal, you mean I might read out erroneous data from $4016? Is this why some games such as Mario 3 ...
by UncleSporky
Mon Jan 19, 2009 6:33 pm
Forum: Newbie Help Center
Topic: Efficiency: reading joypad data into a byte of RAM
Replies: 13
Views: 6305

Wow, that was really fast. Here's how I'd do it: ldx #1 stx $4016 dex stx $4016 ldx #8 - lda $4016 lsr a rol NewJoyPad dex bne - Also notice you don't have to clear "NewJoyPad', because it's shifted left 8 times, completely erasing every old bit in the byte. Oh, and just a tip for basically any...
by UncleSporky
Mon Jan 19, 2009 6:11 pm
Forum: Newbie Help Center
Topic: Efficiency: reading joypad data into a byte of RAM
Replies: 13
Views: 6305

Efficiency: reading joypad data into a byte of RAM

Forgive me for asking about something so simple, but I am paranoid about program efficiency. This is the best way I could come up with to read all the joypad data into one byte...is it decent? Anything you would do differently? lda #$01 ;strobe joypad sta $4016 lda #$00 sta $4016 clc lda #0 ;clear p...
by UncleSporky
Thu Jan 15, 2009 3:13 pm
Forum: Newbie Help Center
Topic: Controller Input Subroutines: How many?
Replies: 33
Views: 10835

Then I think one or both of us are confused. :) A state system in the way I am talking about it is literally just determining what to do next based on a variable, involving a lot of subroutines. The game starts out in a title screen state, and when the player moves past that the state changes to the...
by UncleSporky
Wed Jan 14, 2009 4:43 pm
Forum: phpBB Issues
Topic: Advertising commercial NES projects
Replies: 60
Views: 38939

Commercial advertisements are not allowed on parodius . Moderators should lock this thread and remove all commercial ads in it please, including the original video which was a commercial all along and tricked us into thinking it was NES-related. Then wouldn't this have to go? Not that I'm complaini...
by UncleSporky
Wed Jan 14, 2009 4:28 pm
Forum: Newbie Help Center
Topic: Controller Input Subroutines: How many?
Replies: 33
Views: 10835

I don't know if it is more or less effective to do so on the NES, but a state setup is just naturally how you do programming. It's organized, efficient, and emphasizes code reusability. I see a stateless program as just one long stream of consciousness, where every new thing that happens is a result...
by UncleSporky
Tue Jan 13, 2009 4:24 pm
Forum: Newbie Help Center
Topic: Controller Input Subroutines: How many?
Replies: 33
Views: 10835

It's just that when you want for example to draw a window texbox on screen, you so something like draw rows 1&2, wait a VBlank, draw rows 3&4, wait a VBlank, etc... in a loop. If you don't have a wait VBlank method, but a game state method I have no idea how you're supposed to do that. You ...
by UncleSporky
Tue Jan 13, 2009 6:39 am
Forum: Newbie Help Center
Topic: Controller Input Subroutines: How many?
Replies: 33
Views: 10835

For organizing something like this, I've thought about a lookup table system. VideoRoutine: .dw TitleVideo, GameVideo, StatusVideo ControlRoutine: .dw TitleControl, GameControl, StatusControl To clarify, would these data words hold the addresses where the routines are located, i.e. the addresses yo...
by UncleSporky
Tue Jan 13, 2009 3:45 am
Forum: Newbie Help Center
Topic: Controller Input Subroutines: How many?
Replies: 33
Views: 10835

For organizing something like this, I've thought about a lookup table system. For example: VideoRoutine: .dw TitleVideo, GameVideo, StatusVideo ControlRoutine: .dw TitleControl, GameControl, StatusControl Where GameStatus $01 is the title screen, $02 is the main game etc. You read VideoRoutine modif...
by UncleSporky
Mon Jan 12, 2009 7:36 pm
Forum: Newbie Help Center
Topic: Controller Input Subroutines: How many?
Replies: 33
Views: 10835

If I had the time I would do it both ways and weigh the resulting data/cycle cost. I don't see it being that difficult to go if (start is pressed) if (gamestatus = titlescreen) start game else if (gamestatus = paused) unpause game else pause game endif endif But it takes a few more cycles and I also...
by UncleSporky
Mon Jan 12, 2009 7:29 pm
Forum: NESdev
Topic: Video demos of my game
Replies: 95
Views: 36857

I think he knows all that Bregalad, it sounds like you're trying to guilt him into giving us the game. :P He doesn't deserve a hard time, it's his decision. In fact I feel the same way about some concepts of open source. I fully support the rights of someone who spent a long time creating something ...