Search found 129 matches

by 67726e
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?
by 67726e
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'...
by 67726e
Mon Dec 06, 2010 6:35 pm
Forum: General Stuff
Topic: NES games with Clever AI
Replies: 22
Views: 7095

I'm not so sure about Bomberman. The enemies just seem to randomly go back and forth, occasionally chasing you.
by 67726e
Sun Dec 05, 2010 5:51 pm
Forum: Homebrew Projects
Topic: My Video Blog
Replies: 71
Views: 38999

Part 4 is up. Boring stuff about my pre-parser.
Boring? Pfft I love stuff like that. Then again I've already started work on a 6502 compiler that I'm writing for my IB Comp Sci final so....

Anyway how many tools have you written so far?
by 67726e
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...
by 67726e
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 ...
by 67726e
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...
by 67726e
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 ...
by 67726e
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...
by 67726e
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...
by 67726e
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:

Code: Select all

Main:
  LDA Timer
  BEQ Main
instead of the 'Wait' area that then jumps to Main.
by 67726e
Wed Dec 01, 2010 5:23 pm
Forum: Newbie Help Center
Topic: Controlling Play Speed
Replies: 36
Views: 9961

Yeah, allowing it once per frame based on the NMI interrupts is how I have always done it, I was just wondering about possible alternate methods.
by 67726e
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 ...
by 67726e
Wed Dec 01, 2010 4:14 pm
Forum: General Stuff
Topic: Notepad++ 6502 Highlighting
Replies: 18
Views: 13828

Well here is what I have in the XML: <NotepadPlus> <UserLang name="6502" ext="650 asm"> <Settings> Granted, I hand coded the XML file but this is what I have for the extensions. It recognizes both a .asm and .650 (in case you want a different extension). Perhaps you could try ope...
by 67726e
Wed Dec 01, 2010 3:24 pm
Forum: General Stuff
Topic: Notepad++ 6502 Highlighting
Replies: 18
Views: 13828

Another problem I have with notepad is when you hit tab, it is about the size of two tabs in pretty much any code editor. I know some people advocate the 'two spaces' idea in lieu of a tab but I cannot do it.