Search found 388 matches
- Sun Jan 11, 2009 7:30 pm
- Forum: Newbie Help Center
- Topic: arrangement of pattern tables in use by sprites
- Replies: 34
- Views: 11660
I got Celius's method working, for the most part. Here is my current routine, for your consideration. A waste of cycles? Unclean and trashy? Let me know! ;an example of one metasprite this routine interprets ExampleSprite: .db 6 .db 0,$01,$00,0 .db 0,$02,$00,8 .db 8,$11,$00,0 .db 8,$12,$00,8 .db 16,...
- Sat Jan 10, 2009 1:28 pm
- Forum: Newbie Help Center
- Topic: Starting afresh. Assemblers?
- Replies: 10
- Views: 4802
- Sat Jan 10, 2009 11:27 am
- Forum: Newbie Help Center
- Topic: Starting afresh. Assemblers?
- Replies: 10
- Views: 4802
I am learning to use ASM6. Well, it doesn't really take much learning, it just basically works. My favorite thing is that it takes no setup or messing around. It's just a single executable, and takes one command or a batch file to make a NES file. I don't want to bash other assemblers without having...
- Fri Jan 09, 2009 6:46 pm
- Forum: Newbie Help Center
- Topic: The essentials of a NES program
- Replies: 12
- Views: 4850
Great idea for a thread. This thread should be stickied. The first few posts especially will help first-time newbies get an idea of what they need to do. Well I don't know if it's exactly beginner material, reading that to-do list without quite a bit of programming and 6502 knowledge makes it sound...
- Thu Jan 08, 2009 8:43 pm
- Forum: Newbie Help Center
- Topic: The essentials of a NES program
- Replies: 12
- Views: 4850
Yeah you pretty much got it. Also a buffer is needed to have buffered writes (and possibly reads) to $2007 during VBlank. A buffered palette is aslo necessary. Ah, so a similar thing to the sprite data? Except you're talking a few kb of info...how is this usually done? I had only thought of decodin...
- Thu Jan 08, 2009 6:57 pm
- Forum: NESdev
- Topic: Fan game copyright issues
- Replies: 52
- Views: 20898
- Thu Jan 08, 2009 6:40 pm
- Forum: NESdev
- Topic: [President] Remembering collected items without extra RAM?
- Replies: 48
- Views: 28915
Yes, I could do checkpoints that break backtracking. SMB1 had checkpoints, namely the flagpoles. I meant the way Mario 3 does it in many worlds. As one example, this door: http://img388.imageshack.us/img388/3543/supermariobrothers30hc7.png http://img387.imageshack.us/img387/4552/supermariobrothers3...
- Thu Jan 08, 2009 2:06 pm
- Forum: NESdev
- Topic: [President] Remembering collected items without extra RAM?
- Replies: 48
- Views: 28915
You guys who have made full games before, what does your RAM look like? How much do you devote to each task? How much for active objects, level maps, random flags and variables? I've seen incomplete maps for games like Super Mario Bros. and they're always fragmented and hard to read, almost haphazard.
- Thu Jan 08, 2009 1:39 pm
- Forum: NESdev
- Topic: [President] Remembering collected items without extra RAM?
- Replies: 48
- Views: 28915
I just voted for SMB3 because I'd prefer to see a more fully-realized game, whatever you have to do with RAM. It can be difficult in cases like this. It's a lot of trouble to try to squeeze a good game in with less space, and you may not be satisfied in the end. But you're already going to the troub...
- Thu Jan 08, 2009 11:46 am
- Forum: NESdev
- Topic: [President] Remembering collected items without extra RAM?
- Replies: 48
- Views: 28915
Big piles of interactive objects that have changing states. You're right about that. In fact, there's an even more pathological case of deformability that I want my engine to be able to handle: WORLD 1-2 from the original Super Mario Bros. Think of the amount of data that one would need to store fo...
- Thu Jan 08, 2009 8:14 am
- Forum: NESdev
- Topic: [President] Remembering collected items without extra RAM?
- Replies: 48
- Views: 28915
Zelda used a lossy scheme for storing enemies; you could defeat some of the weaker ones in a room, exit, and re-enter to find the stronger ones converted to weaker ones. I think a lossy scheme could usefully work to reduce storage space below one bit per item. You could divide the level into sub-se...
- Thu Jan 08, 2009 7:41 am
- Forum: Newbie Help Center
- Topic: The essentials of a NES program
- Replies: 12
- Views: 4850
The essentials of a NES program
I wanted to get some of this straight and list all the essential things that will probably be common to every NES program. There's a lot of good information at nesdev about the 6502 and the NES in particular, but not a lot of practical data for new programs from what I've seen. This forum is the bes...
- Thu Jan 08, 2009 5:32 am
- Forum: NESdev
- Topic: [President] Remembering collected items without extra RAM?
- Replies: 48
- Views: 28915
I think this is one of those things that gets weeded out in design - how big and complex do your levels need to be? Once you've got an average level figured out, you can see how much data you'll need to store. I would tend to think similarly to the others here, you should be able to track one level'...
- Wed Jan 07, 2009 6:55 pm
- Forum: Newbie Help Center
- Topic: Mega Man 9 - Feasible on NES?
- Replies: 76
- Views: 32949
I guess (hobbyist) programmers don't like to work on implementing other people's ideas. Try telling that to anybody who has ever made a Tetris clone (like myself). To me making Tetris is more about practice, though, and about redoing that formula your own way. You don't normally make a Megaman game...
- Wed Jan 07, 2009 5:55 pm
- Forum: NESdev
- Topic: Timing in NES, other than waiting for VBLANK
- Replies: 15
- Views: 7258