Search found 129 matches
- Wed Dec 08, 2010 5:05 pm
- Forum: Newbie Help Center
- Topic: NESASM3 Doesn't Use Zero-Page?
- Replies: 26
- Views: 8585
NESASM3 Doesn't Use Zero-Page?
I was a bit curious as to the usage of zero-page addressing by the NESASM3 compiler and after doing a little digging it appears it does not use zero page. I uncovered this: AD 03 00 Which is equivocal to: LDA $0003 Is there a reason for this or was it a feature that was just didn't get programmed in?
- Wed Dec 08, 2010 2:53 pm
- Forum: Homebrew Projects
- Topic: Space Fighter
- Replies: 8
- Views: 9028
I've been doing a bit of work over the past few days. I still have a ways to go but the game is coming along well. Here is whats new: 1) I've added the text in the 'sidebar' of the game so you can get an idea of what things will look like. 2) I've added in collision with the ship against the 'walls'...
- Mon Dec 06, 2010 6:35 pm
- Forum: General Stuff
- Topic: NES games with Clever AI
- Replies: 22
- Views: 7095
- Sun Dec 05, 2010 5:51 pm
- Forum: Homebrew Projects
- Topic: My Video Blog
- Replies: 71
- Views: 38999
- Sun Dec 05, 2010 11:38 am
- Forum: Homebrew Projects
- Topic: Boom!
- Replies: 31
- Views: 18380
Cartlemmy, I think you touched on an interesting topic. I mean I just program for fun. I worked on my first commercial project over the course of the summer and it has been interesting to say the least. For something like this, I actually think the 'Pay Whatever' model would really be good. If peopl...
- Sun Dec 05, 2010 6:40 am
- Forum: Homebrew Projects
- Topic: Space Fighter
- Replies: 8
- Views: 9028
I'd add going up/down I was indeed planning on it, but for some reason I didn't add the code in for up/down. I suppose that will be the next thing I add. I also think a two player option is well within sight after I get the core game in place. Also, I'm not all that great with names. If anyone has ...
- Sat Dec 04, 2010 9:18 pm
- Forum: Homebrew Projects
- Topic: Space Fighter
- Replies: 8
- Views: 9028
I had quite a bit of free time today so I got some good work in: 1) The missile sprite will disappear when it is out of range (or 'detonates' in the case of the EMP). 2) You may now toggle through the 3 missiles by pressing the select button. As with start, it will not actually change until you rele...
- Sat Dec 04, 2010 10:38 am
- Forum: Homebrew Projects
- Topic: Space Fighter
- Replies: 8
- Views: 9028
Space Fighter
I guess I'll announce my game that I'm working on. It is a ship to ship combat game. There is no official title but I've just been using 'Fighter' (As in fighter jet/plane) as the name right about now. I've gotten the core engine written about now minus collision but that is to come. The premise is ...
- Thu Dec 02, 2010 4:39 am
- Forum: NESdev
- Topic: Convince me that making NES games is a good idea.
- Replies: 36
- Views: 12192
In that respect I'm kind of bad. I mean if I have an application I am working on, then planning it out is perfectly legitimate but when I'm working on a small homebrew project like I'm doing right now (I'm making a space ship fighting game that is pretty simplistic to get the hang of scrolling backg...
- Wed Dec 01, 2010 5:57 pm
- Forum: NESdev
- Topic: Convince me that making NES games is a good idea.
- Replies: 36
- Views: 12192
I have to agree with Banshaku, that is blatant procrastination. Take it from me, I'm 17 and I have had more than my fair share of trouble with that. If I had that kind of time on my hands to just lay back and code I would be in heaven. Usually in a situation like this, if you have been working on yo...
- Wed Dec 01, 2010 5:33 pm
- Forum: Newbie Help Center
- Topic: Controlling Play Speed
- Replies: 36
- Views: 9961
Hmm... I'm not 100% sure why I wrote the code to jump to the end of the main. I never did that in my last 'game'. However, couldn't I just start of the main loop with:
instead of the 'Wait' area that then jumps to Main.
Code: Select all
Main:
LDA Timer
BEQ Main- Wed Dec 01, 2010 5:23 pm
- Forum: Newbie Help Center
- Topic: Controlling Play Speed
- Replies: 36
- Views: 9961
- Wed Dec 01, 2010 4:28 pm
- Forum: Newbie Help Center
- Topic: Controlling Play Speed
- Replies: 36
- Views: 9961
Controlling Play Speed
How do you typically control the play speed of the main loop? I mean if you just put: Main: ; Some code JMP Main and then place your controller code to just move around a sprite or something it will go ridiculously fast. I've always used a 'timer' mechanism to control the speed of the game play: In ...
- Wed Dec 01, 2010 4:14 pm
- Forum: General Stuff
- Topic: Notepad++ 6502 Highlighting
- Replies: 18
- Views: 13828
- Wed Dec 01, 2010 3:24 pm
- Forum: General Stuff
- Topic: Notepad++ 6502 Highlighting
- Replies: 18
- Views: 13828