Search found 99 matches
- Wed Nov 26, 2008 2:00 am
- Forum: Newbie Help Center
- Topic: Tiles.
- Replies: 8
- Views: 4377
I actually use a combination of photoshop and paint. I'm not so knowledgeable with photoshop, so if I do rotations and stuff, I don't know how to stop it from putting all sorts of grain all over the image. I use Photoshop exclusively. If anyone ever has any questions about Photoshop, feel free to P...
- Thu Nov 20, 2008 12:57 pm
- Forum: Newbie Help Center
- Topic: Questions from someone thinking about developing a NES Game
- Replies: 4
- Views: 2564
- Thu Nov 20, 2008 12:44 pm
- Forum: Newbie Help Center
- Topic: "object oriented" programming, scripting?
- Replies: 3
- Views: 2564
If I were coding in C++, I'd have classes like Player with member functions such as Player::Init(), Player::Update(), Player::Jump(), Player::Shoot(), and so on. I try to emulate this paradigm somewhat in my 6502 programming. I name each of my routines such that they begin with the name of the "...
- Mon Nov 17, 2008 8:41 am
- Forum: NESdev
- Topic: My game's music skips a frame in Nestopia
- Replies: 3
- Views: 3130
Are you sure your emulator runs at full speed ? This may simply be due to lag if your computer isn't powerfull enough, altough it's not likely that it will happen at a predictable time. At first I thought it might be lag, but the skip always occurs at the same time on my computer, regardless of whe...
- Mon Nov 17, 2008 8:17 am
- Forum: NESdev
- Topic: My game's music skips a frame in Nestopia
- Replies: 3
- Views: 3130
My game's music skips a frame in Nestopia
Several seconds after starting my game, there's a single frame where the music seems to pop/skip. I've run the game on Nestopia, Nintendulator and FCEU, but the anomaly only crops up on Nestopia. According to the wiki , reading PPUSTATUS at the exact start of NMI can cause the program to lose frames...
- Fri Nov 14, 2008 2:45 am
- Forum: Newbie Help Center
- Topic: NES Tutorial
- Replies: 10
- Views: 6225
Re: NES Tutorial
Oh man, that's nice. I just bookmarked that bad boy.tokumaru wrote:Personally, I find this one slightly more organized and well formatted.
- Fri Nov 14, 2008 12:18 am
- Forum: Newbie Help Center
- Topic: NES Tutorial
- Replies: 10
- Views: 6225
Re: NES Tutorial
I'm about to start learning 6502 assembly, got a big book for it, but just wondering if you can point me to some NES specific tutorials. I've tried the ones over on Nintendoage but they seem a lot too fast. As far as 6502 assembly goes, I primarily use this site for reference. The section on 6502 o...
- Thu Nov 13, 2008 10:37 pm
- Forum: NESdev
- Topic: Quick question about PPUSTATUS/PPUADDR
- Replies: 3
- Views: 2869
- Thu Nov 13, 2008 10:04 pm
- Forum: NESdev
- Topic: Quick question about PPUSTATUS/PPUADDR
- Replies: 3
- Views: 2869
Quick question about PPUSTATUS/PPUADDR
Assuming you always write to PPUADDR in pairs, is it sufficient to reset the VRAM address latch by reading PPUSTATUS just once near the beginning of NMI?
Or should you always reset the latch before writing to PPUADDR to be safe?
Or should you always reset the latch before writing to PPUADDR to be safe?
- Thu Nov 13, 2008 7:48 pm
- Forum: NESdev
- Topic: NES Dev Collaborative Fighting Game
- Replies: 121
- Views: 43152
Then how are throws done? I could never pull off throws in SF2 on my Super NES. In the game I play more often, throw is guard+attack or attack+special. In SF2, throws are usually done by pressing the punch button while holding either forward (to throw the opponent forward) or back (to throw the opp...
- Thu Nov 13, 2008 10:26 am
- Forum: NESdev
- Topic: Roughly how many cycles can I budget for nametable updates?
- Replies: 14
- Views: 6099
I'm writing fairly repetitive data (repeating 2-byte sequences) to VRAM, so I'm able to speed things up by caching the bytes in the A/X registers and removing unnecessary LDA/LDX statements. I get about 4 STA's/STX's per LDA/LDX on average. By the way, what's the best way to guarantee that your VRAM...
- Thu Nov 13, 2008 10:02 am
- Forum: NESdev
- Topic: NES Dev Collaborative Fighting Game
- Replies: 121
- Views: 43152
I'd recommend the Street Fighter 2 method, where holding the direction opposite your facing direction invokes a guard. Or hold down + back for a crouching guard. And then the other player can spam weak punch to prevent you from backing up. I don't recall that ever being a problem in Street Fighter ...
- Thu Nov 13, 2008 7:41 am
- Forum: NESdev
- Topic: NES Dev Collaborative Fighting Game
- Replies: 121
- Views: 43152
- Thu Nov 13, 2008 7:33 am
- Forum: NESdev
- Topic: Roughly how many cycles can I budget for nametable updates?
- Replies: 14
- Views: 6099
Roughly how many cycles can I budget for nametable updates?
Okay, so writing to VRAM during rendering causes Bad Things™ to happen. That leaves us with our good old friend, Mr. Vincent Blank. According to the wiki: The NTSC video signal is made up of 262 scanlines, and 20 of those are spent in vblank state. After the program has received an NMI, it has about...
- Thu Nov 13, 2008 2:34 am
- Forum: NESdev
- Topic: NES Dev Collaborative Fighting Game
- Replies: 121
- Views: 43152
Out of curiosity, how do you handle scrolling only the central area? Do you detect two sprite 0 hits in a single frame (and set the scroll values each time), or is there another method? Also (sorry for getting slightly off topic), where do you typically place the non-transparent pixel in sprite 0 fo...