Search found 315 matches
- 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...
- Sun Oct 22, 2017 2:11 pm
- Forum: Homebrew Projects
- Topic: DELETE TOPIC
- Replies: 10
- Views: 17046
Re: Just Another Maze Game
DELETE TOPIC
- 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.
- 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.
- 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...
- 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...
- 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).
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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.
- 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 ...
- 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"...