Search found 110 matches

by Wave
Sun Jun 20, 2010 1:40 am
Forum: NESdev
Topic: Mega Man 4 and MMC3
Replies: 60
Views: 18772

Little Nemo, and Tiny Toon Adventures 2 both use full collision dectection on a split scrolling level. Bucky O'Hare can be pretty extreme at simulating multiple background layers too. There are no raster effects in this particular area, just clever name table layout/updates and sprite spikes. There...
by Wave
Sat Jun 19, 2010 8:32 am
Forum: Newbie Help Center
Topic: Quick Questions
Replies: 36
Views: 10873

Horv wrote:Hi all, Me and my friend wanna make a simple NES game in assembly. We made the palette, but the sprite color isn't the palette color. Can anybody help us?
Have you set the palette to the sprites palette? have you set sprite attributes to point to that palette?
by Wave
Fri Jun 18, 2010 2:51 am
Forum: NESdev
Topic: Mega Man 4 and MMC3
Replies: 60
Views: 18772

Megaman 3-6 uses 1 nametable for the "playfield" and another for the menu.
When you scroll vertically, it changes mirroring and uses the same nametable to do scrolling, then resets mirroring again.
by Wave
Thu Jun 10, 2010 4:36 am
Forum: NESdev
Topic: 4 way scrolling + status bar?
Replies: 11
Views: 6598

When you say "The other option is to use IRQs to skip over the status bar, like Crystalis does." is that changing verticall scrolling midframe?
Wasn't that not possible?
Or only changing the nametable bits?
by Wave
Wed Jun 09, 2010 12:54 pm
Forum: NESdev
Topic: 4 way scrolling + status bar?
Replies: 11
Views: 6598

Mmm, I really don't understand RC Pro-Am. It only seems to use one screen from the two, maybe disables screen and draws statusbar at midframe?
Single table seems to be the best way, the IRQ version is a bit tricky
by Wave
Wed Jun 09, 2010 12:23 pm
Forum: NESdev
Topic: 4 way scrolling + status bar?
Replies: 11
Views: 6598

4 way scrolling + status bar?

I'm now thinking how to do a good scrolling engine and I've come with the doubt, is there any game with a status bar that scrolls 4 ways AND has more than 2 screens of height? Super Mario bros 3 And Kyrby mess with nametable bits at $2000 to show the statusbar via irq I think, but that way you cant ...
by Wave
Tue Jun 01, 2010 1:56 am
Forum: Newbie Help Center
Topic: Joypad Problem
Replies: 19
Views: 7751

I do something like tokumaru says, I have 3 bytes per joypad: -Pressed buttons (this frame are pressed) -Mantained buttons (pressed last frame and this frame) -Released buttons (pressed last frame, not pressed this frame) That's interesting! I also have 3 bytes, but they are as follows: -ControlCur...
by Wave
Mon May 31, 2010 3:14 am
Forum: Newbie Help Center
Topic: Joypad Problem
Replies: 19
Views: 7751

I do something like tokumaru says, I have 3 bytes per joypad:
-Pressed buttons (this frame are pressed)
-Mantained buttons (pressed last frame and this frame)
-Released buttons (pressed last frame, not pressed this frame)
by Wave
Thu May 06, 2010 3:21 am
Forum: NESdev
Topic: NMI nametable data updater (for scrolling)
Replies: 2
Views: 1708

The mode byte it's a good idea but I will only use it's 3 last bits. The PPU address could be calculated outside NMI, that's true. The data would be a pointer, it will be a litte slower but mi command queue will hold only few a bytes per command (it's a multipurpose queue) So I would leave it like: ...
by Wave
Thu May 06, 2010 1:42 am
Forum: NESdev
Topic: NMI nametable data updater (for scrolling)
Replies: 2
Views: 1708

NMI nametable data updater (for scrolling)

I'm thinking about a generic nametable updatter for scrolling on my "framework" for neshla, that will take commands in NMI and update accordingly. My structure right now would be like: 1 byte Command 2 bytes Data SRC Command would be like this: TTCNNNNN TT: Nametable numer (0-3) C: Column ...
by Wave
Mon Apr 26, 2010 6:28 am
Forum: NESemdev
Topic: 6502's reads in advance for single byte opcodes
Replies: 10
Views: 6706

Each cpu cycle is broken down into two phases: an operation then a memory access, in that order. If the opcode does not have to access memory on its last cycle, it will pre-fetch the next opcode. This makes some instructions appear to be one cycle shorter than they really are. There's no need to re...
by Wave
Wed Mar 17, 2010 12:00 pm
Forum: NESdev
Topic: Creating nes object animations
Replies: 18
Views: 7675

Memblers wrote:WinXP SP3, according to the test on Java.com:
Version: Java 6 Update 18
Operating System: Windows XP 5.1
Architecture: x86
Strange, it's the same I have here and it works it's icon is a java cup?
by Wave
Tue Mar 16, 2010 2:06 pm
Forum: NESdev
Topic: Creating nes object animations
Replies: 18
Views: 7675

I'm gonna need some help here, because I can't get it to start. Nothing comes up on the screen. I ended up here to try an update: http://www.java.com/en/download/index.jsp , but nothing changed. I could try it again next time I reboot, but I'd be surprised if it made a difference. Only other Java p...
by Wave
Tue Mar 16, 2010 11:48 am
Forum: NESdev
Topic: Creating nes object animations
Replies: 18
Views: 7675

I couldn't test the english translation on my pc but it should be if your locale is not spanish. Could anyone test it?
by Wave
Mon Mar 15, 2010 2:27 pm
Forum: NESdev
Topic: Creating nes object animations
Replies: 18
Views: 7675

Am I blind or is there no download link? Do I need to download it from the SVN repo? Anyways, thanks for the tool. We need more tools like this for the NES. Click on the image ;) It's a jar file so you need java 1.5+ installed Yeah apparently I'm blind. I tried it, seems to be working fine. Of cour...