Search found 315 matches

by sdm
Wed Nov 01, 2017 2:12 pm
Forum: Homebrew Projects
Topic: Micro Knight & Micro Knight 2 - my homebrew games
Replies: 14
Views: 15463

Re: Micro Knight & Micro Knight 2 - my homebrew games

Another simple m.k. game made by me. https://i.postimg.cc/47LnnGsq/mk-rotfs-1.jpg https://i.postimg.cc/fSVy9PbL/mk-rotfs-2.jpg https://i.postimg.cc/Z0nC2WLS/mk-rotfs-3.jpg https://i.postimg.cc/fkPJNMH0/mk-rotfs-4.jpg https://i.postimg.cc/cr861Pjk/mk-rotfs-5.jpg https://i.postimg.cc/xXD8XtVf/mk-rotfs...
by sdm
Sun Oct 22, 2017 2:11 pm
Forum: Homebrew Projects
Topic: DELETE TOPIC
Replies: 10
Views: 17046

Re: Just Another Maze Game

DELETE TOPIC
by sdm
Fri Oct 20, 2017 9:30 am
Forum: Newbie Help Center
Topic: The loop which sets various bits at a certain time/frames.
Replies: 10
Views: 3179

Re: The loop which sets various bits at a certain time/frame

ok thanks, everything works just as I wanted.
by sdm
Fri Oct 20, 2017 12:32 am
Forum: Newbie Help Center
Topic: The loop which sets various bits at a certain time/frames.
Replies: 10
Views: 3179

Re: The loop which sets various bits at a certain time/frame

To this variable (bits) I will refer to when I want to slow down the movement of objects on the screen. Their movement will be dependent on the need to run the given bit (set 1 = on, set 0- =off movement). Something like that.
by sdm
Thu Oct 19, 2017 2:19 pm
Forum: Newbie Help Center
Topic: The loop which sets various bits at a certain time/frames.
Replies: 10
Views: 3179

Re: The loop which sets various bits at a certain time/frame

Thanks, i try it. I've tried to do something before (using one byte) : TEST: LDA bits EOR #%00000001 STA bits LDA bits AND #%00000001 BNE n1 RTS n1: LDA bits EOR #%00000010 STA bits LDA bits AND #%00000010 BNE n2 RTS n2: LDA bits EOR #%00000100 STA bits LDA bits AND #%00000100 BNE n3 RTS n3: LDA bit...
by sdm
Thu Oct 19, 2017 12:41 pm
Forum: Newbie Help Center
Topic: The loop which sets various bits at a certain time/frames.
Replies: 10
Views: 3179

The loop which sets various bits at a certain time/frames.

I would need a code, which will be set and clear different bits (one byte=eight bits) in different time intervals (frames). For example: 00000001 - This bit is set every second frame (frame1 = 1(set), frame2 = 0(clear), frame3 = 1,frame4 = 0, etc etc) 00000010 - This bit is set every third frame (fr...
by sdm
Sun Sep 17, 2017 2:54 pm
Forum: Newbie Help Center
Topic: simple platform game to test - engine errors, comments, etc.
Replies: 1
Views: 1735

simple platform game to test - engine errors, comments, etc.

Any comments very welcome; It is mainly about any errors in the correctness of the game engine - collision, crossing maps, jumping, etc etc. (especially on real hardware).
by sdm
Thu Sep 14, 2017 5:38 pm
Forum: Newbie Help Center
Topic: Split one value into two independent Sprite digits
Replies: 2
Views: 1716

Re: Split one value into two independent Sprite digits

Okay, I got it. Now collected object (gold) increases the value in the "GOLDnumber1", which is reset upon reaching a value of 10, while increasing the value in one GOLDnumber2. The most important works ok. GOLD_Status: LDA #$F0 CLC ADC GOLD_Number1 STA GOLD1_T LDA #$F0 CLC ADC GOLD_Number2...
by sdm
Thu Sep 14, 2017 12:16 pm
Forum: Newbie Help Center
Topic: Split one value into two independent Sprite digits
Replies: 2
Views: 1716

Split one value into two independent Sprite digits

I would like to break one value (a variable in RAM) so that it can be displayed in two graphical numbers on the screen. The variable in RAM will have a value of up to 64 (40hex). Two sprites will be used for this purpose. Showing values 0-9 is easy, but I do not know how to code so that it automatic...
by sdm
Thu Sep 07, 2017 12:31 am
Forum: Newbie Help Center
Topic: Trying to swap entire nametable
Replies: 7
Views: 3077

Re: Trying to swap entire nametable

So I always wrongly did it. I have a problem modifying this code so that its meaning stays the same, but the "DisablePPU" and "EnablePPU" codes were executed during VBLANK. So the LoadLevel code stays out of the NMI, but the Disable / EnablePPU code is executed correctly. NMI: ld...
by sdm
Wed Sep 06, 2017 11:02 pm
Forum: Newbie Help Center
Topic: Trying to swap entire nametable
Replies: 7
Views: 3077

Re: Trying to swap entire nametable

Is the write to $ 2001 (disable / enable screen) must be done only during NMI (VBLANK)? Because I guess I'm wrongly turning off / on the screen when I change the nametable. I would like to make sure on this. For example: LoadLevel: JSR DisablePPU ;outside NMI/VBLANK JSR LoadSomeData JSR LoadSprites ...
by sdm
Sun Aug 20, 2017 7:06 am
Forum: Newbie Help Center
Topic: NESASM & AOROM Programming - a few questions
Replies: 16
Views: 4773

Re: NESASM & AOROM Programming - a few questions

Thanks. Thanks. I see that this is a lot more complicated mapper than UxROM. How to correctly control the fourth bit Bank select register? LDA #%00010000 STA Bank_TBL LDA #%00000000 STA Bank_TBL How to properly do it? In the end, this register is not a memory byte and do not know how to operate on s...
by sdm
Sat Aug 19, 2017 2:41 pm
Forum: Newbie Help Center
Topic: NESASM & AOROM Programming - a few questions
Replies: 16
Views: 4773

Re: NESASM & AOROM Programming - a few questions

I am sending my AOROM test code, I do not know how to initialize this mapper.
by sdm
Sat Aug 19, 2017 9:32 am
Forum: Newbie Help Center
Topic: NESASM & AOROM Programming - a few questions
Replies: 16
Views: 4773

Re: NESASM & AOROM Programming - a few questions

Nope, U*ROM uses fixed vertical or horizontal mirroring. Sorry, Spelling error, I had to write AxROM, not UxROM. Did you try IFNDEF? NESASM's documentation says it has this directive. This block will only be processed if the label isn't defined yet, so it'll only be defined the first time the code ...
by sdm
Sat Aug 19, 2017 7:45 am
Forum: Newbie Help Center
Topic: NESASM & AOROM Programming - a few questions
Replies: 16
Views: 4773

Re: NESASM & AOROM Programming - a few questions

One good way to deal with repeated code is to write it in a separate file and INCLUDE it in the main file as many times as necessary, so that any changes to this code are done in a single place, and automatically reflected in all instances where it's used. I tried .include "reset_code.asm"...