Search found 186 matches

by MetalSlime
Tue Jan 13, 2009 11:14 pm
Forum: Newbie Help Center
Topic: Controller Input Subroutines: How many?
Replies: 33
Views: 10834

Why on earth would you have multiple input routines? The normal is to read all the bits from the joypad and put them in a byte, since, conveniently enough, there are exactly 8 buttons in a NES controller. This routine is always the same, but each "game state" will read this byte and do di...
by MetalSlime
Tue Jan 13, 2009 5:50 am
Forum: Newbie Help Center
Topic: Controller Input Subroutines: How many?
Replies: 33
Views: 10834

If you know where you're jumping from, all you have to do is something like: jmp ($40) Label: ... ;Address jumped to with jmp($40) ;blah code jmp Label .....(cut)...... This is okay to do, however you could eat up a lot of bytes having this sort of set up for lots of different routines. I thought o...
by MetalSlime
Tue Jan 13, 2009 1:50 am
Forum: Newbie Help Center
Topic: Controller Input Subroutines: How many?
Replies: 33
Views: 10834

Anywhere where you make a decision to change game modes, you set the pointer to $40/$41. Probably not right before you jump to it. Good idea. So everytime you change a gamestate, you'd set a series of pointers for every set of gamestate-specific routines. Makes a lot of sense. How many different po...
by MetalSlime
Mon Jan 12, 2009 11:23 pm
Forum: Newbie Help Center
Topic: Controller Input Subroutines: How many?
Replies: 33
Views: 10834

Thanks for the replies guys! I have a lot of good ideas to think about. But I think I didn't communicate my question as clearly as I wanted to, because the answers didn't hit the point that was bothering me. I hope it will be a little clearer what I'm asking with this reply. I don't see it being tha...
by MetalSlime
Mon Jan 12, 2009 6:36 pm
Forum: Newbie Help Center
Topic: Controller Input Subroutines: How many?
Replies: 33
Views: 10834

Controller Input Subroutines: How many?

Hello, I'm still in the design phase of my little one-screen game and I'm making a list of all subroutines I will have to write. I have a simple question about how to handle Controller Input. First a little info. My game has a few different gamestates (TitleScreen, Movie, Gameplay, Paused, GameOver)...
by MetalSlime
Sun Jan 11, 2009 4:50 am
Forum: Newbie Help Center
Topic: where can I find your homebrew games?
Replies: 4
Views: 2578

Sivak especially has been pretty active recently in releasing games.
by MetalSlime
Sun Jan 11, 2009 4:45 am
Forum: Newbie Help Center
Topic: Starting afresh. Assemblers?
Replies: 10
Views: 4802

Thanks a lot guys! That's a lot of great information. I'd like to hear from the CA65 people too. If you guys don't mind chiming in, it would really help me out. And anybody else who uses one of the other assemblers too of course.
by MetalSlime
Sat Jan 10, 2009 5:32 pm
Forum: NES Hardware and Flash Equipment
Topic: Translated FDS Castlevania II to English?
Replies: 26
Views: 13293

Seems like "duck" is right to me.

Although my dictionary of old Japanese also lists "ahiru" as a derogatory term used by Edo-period boatmen for dancing girls/wenches. :) you decide.
by MetalSlime
Fri Jan 09, 2009 7:59 pm
Forum: Newbie Help Center
Topic: Starting afresh. Assemblers?
Replies: 10
Views: 4802

Starting afresh. Assemblers?

Hello. I'm MetalSlime. You might remember me from the 4-way Dragon Warrior Scrolling thread . I haven't posted much recently, but I've been lurking. Working on that Dragon Warrior project taught me a LOT about basic NES programming, and it gave me confidence because everything started clicking. But ...
by MetalSlime
Fri Jan 09, 2009 5:50 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.
by MetalSlime
Fri Jan 09, 2009 5:24 pm
Forum: NESdev
Topic: Video demos of my game
Replies: 95
Views: 36855

I want to see more. When will we get the next video demo? :)
by MetalSlime
Wed Nov 05, 2008 5:45 am
Forum: Newbie Help Center
Topic: Best way to open famicom cart without an axe (...)
Replies: 24
Views: 12448

I've never actually looked at a Famicon cart closely, so I have no firsthand experience, but I googled really quick and found this: http://detail.chiebukuro.yahoo.co.jp/qa/question_detail/q116990246 He says to take a tiny flathead screwdriver and slip it into the seam on the side of the cart. When y...
by MetalSlime
Sat Sep 20, 2008 7:37 pm
Forum: NESdev
Topic: Pegs - ROM and Source
Replies: 30
Views: 19702

Awesome! Congrats on finishing your game and thanks a lot for sharing the source code! How long did it take you from start to finish?
by MetalSlime
Sun Sep 14, 2008 1:44 pm
Forum: General Stuff
Topic: Avatars (no, not Aang)
Replies: 54
Views: 15895

Oh, and Shinryu is the hardest enemy in FF5 (That means something like Death Dragon, right?) Sometimes it's hard to tell what a japanese name means without looking at the kanji, because many different ones are pronounced the same. In this case though, I don't think it means "Death Dragon"...
by MetalSlime
Thu Aug 28, 2008 8:00 pm
Forum: Newbie Help Center
Topic: 4-way Dragon Warrior scrolling
Replies: 38
Views: 14160

I'm embarrassed. I found the problem and it was that I wasn't in 32-increment mode. :) The reason is because before I tried to do everything (draw both columns and update the attributes) in one frame. That caused slowdown, so I broke it up into three frames. When I broke it up, I remembered to set 3...