Search found 193 matches

by cartlemmy
Fri Nov 26, 2010 1:06 pm
Forum: Newbie Help Center
Topic: help with collision detection
Replies: 12
Views: 4473

Another problem is that when a movement is not allowed, you can't just "not move", you still have to move as close to the solid obstacle as possible. For example, say that the character is moving at a speed of 4 pixels per frame and there is a wall 3 pixels ahead. If you detect that the p...
by cartlemmy
Fri Nov 19, 2010 9:28 pm
Forum: NESdev
Topic: Angry video game nerd homebrew
Replies: 21
Views: 8826

Sivak wrote:Just get James's permission to use his name and likeness first. That is important.
+1
by cartlemmy
Wed Nov 17, 2010 10:16 am
Forum: Homebrew Projects
Topic: My Video Blog
Replies: 71
Views: 39000

Gradualore wrote:Fun video btw. What's the name of your little bearded guy?
Not sure yet, something Japanese sounding probably. Not sure though.
by cartlemmy
Tue Nov 16, 2010 7:39 pm
Forum: Homebrew Projects
Topic: My Video Blog
Replies: 71
Views: 39000

65024U wrote:Looks pretty good! Haha, I think it's pronounced N.E.S.Dev
Yes, I suppose that does make sense, though it is not the way I hear it in my head. When I open my mouth and pronounce things like MySQL, Linux, lib, gnu, etc... I often butcher it. So be prepared for me to do it more :)
by cartlemmy
Tue Nov 16, 2010 7:22 pm
Forum: Homebrew Projects
Topic: My Video Blog
Replies: 71
Views: 39000

My Video Blog

I do hope I am posting this into the correct forum.

http://www.youtube.com/watch?v=-sWgzpoXeVg
by cartlemmy
Fri Nov 12, 2010 9:06 pm
Forum: General Stuff
Topic: How do you make CD-ROMs work in pure MSDOS?
Replies: 8
Views: 3179

Sorry, But they all require either windows or a floppy via another DOS system, All of which won't do, I can barely even work a CDROM now unless someone has a copy of it via 1.44MB floppy format Either that, or I'd buy a windows 3.1 disk, But I do not think there is such thing as Win3.1 in Floppies!...
by cartlemmy
Fri Nov 12, 2010 8:55 pm
Forum: NESdev
Topic: Jump Physics
Replies: 41
Views: 10516

Re: Jump Physics

Something that would add a little more feeling to it, would be that the left-right movement don't stop emiditly when you release the left/right on the d-pad. Now it feels like "he" is falling straight down when you release left/right even if you "run" and jump... I'm not saying ...
by cartlemmy
Thu Nov 11, 2010 11:15 pm
Forum: General Stuff
Topic: How do you make CD-ROMs work in pure MSDOS?
Replies: 8
Views: 3179

This sounds like something I'd have a nightmare about.
by cartlemmy
Thu Nov 11, 2010 10:56 pm
Forum: General Stuff
Topic: Brad Corrupts, a new rom corrupting series
Replies: 49
Views: 16829

Haha, that's some pretty crazy stuff! Glitches are fun. I think perhaps why you don't get a lot of response around these parts is that most of this community knows the inner workings of the NES, therefore ROM corruption is less mystical. Actually I'm kind of sad about that. It used to be that NES gl...
by cartlemmy
Sun Nov 07, 2010 10:42 am
Forum: NESdev
Topic: Jump Physics
Replies: 41
Views: 10516

...since AFAIK there aren't MMC3 clones available for building new carts, meaning that for each copy of your game you are gonna have to destroy an original MMC3 game. No! Destroying old carts is against my belief system. :) If you want to be able to destroy the whole level, then yeah, you are going...
by cartlemmy
Sat Nov 06, 2010 11:07 pm
Forum: NESdev
Topic: Jump Physics
Replies: 41
Views: 10516

Maybe you meant MMC3 (mapper 4)? Ah yes, mmc3. That's it. Either way, WRAM isn't absolutely necessary for handling compressed maps, there are plenty of other options: on-the-fly decompression from ROM, partial decompression (only the part of the map that surrounds the player needs to be in RAM), an...
by cartlemmy
Sat Nov 06, 2010 10:23 pm
Forum: NESdev
Topic: Jump Physics
Replies: 41
Views: 10516

What mapper are you using? I think it's mapper 3. I want to use the one that has the extra WRAM so I can compress my maps, but I haven't really got to that point yet. If you have IRQs, hiding the top and bottom 8 scanlines is very easy, and will get rid of all the glitches. Ah yes, that seems like ...
by cartlemmy
Sat Nov 06, 2010 8:54 pm
Forum: NESdev
Topic: Jump Physics
Replies: 41
Views: 10516

For scrolling multiple ways, you might want to make some extra RAM on the cart and use One-screen mirroring. One-screen mirroring? Hmm, I'm not familiar with that. I'll have to look it up. And yeah. Not that the jump height seems too high, just for the X movement you get during the time is very sma...
by cartlemmy
Sat Nov 06, 2010 8:45 pm
Forum: NESdev
Topic: Jump Physics
Replies: 41
Views: 10516

Before you get too far into development, you might want to change mirroring to scroll horizontaly, unless you want to....scroll vertically? Yeah, I plan on letting it scroll up and down 2 screens vertically as well. I still have to work on the tile update so there's a little less artifacts at the r...
by cartlemmy
Sat Nov 06, 2010 7:59 pm
Forum: NESdev
Topic: Jump Physics
Replies: 41
Views: 10516

Looks good. If it looks good, it is =D. I'm not sure I felt what tokumaru felt during jumping, if I move horizontally, the jump produces a nice arc. Cool, yeah I noticed the same thing about the arc. I think that, like tokumaru said, once the platforms are in place it will be easier to tell. I prob...