Search found 31 matches
- Tue Feb 21, 2012 9:18 pm
- Forum: NES Music
- Topic: Looped Noise in ppmck Channel D @1
- Replies: 7
- Views: 3743
- Tue Feb 21, 2012 12:08 am
- Forum: NES Music
- Topic: Looped Noise in ppmck Channel D @1
- Replies: 7
- Views: 3743
Looped Noise in ppmck Channel D @1
Is it possible to make the 'looped noise' actually work with ppmck? When trying to use @1 (or even @0) on the D channel ( as described here ) you get an error when compiling. 8: Unuse command in this track Using ppmck "release 8" shows the error but still compiles. Using ppmck "releas...
- Mon Feb 21, 2011 11:49 am
- Forum: Newbie Help Center
- Topic: loading background tiles mid screen flash
- Replies: 8
- Views: 4892
thanks for the help guys. I get it now.
For future noobs reading this & having similar issues, I found this helpful document by Disch while searching too:
http://nesdev.com/bbs/viewtopic.php?t=5062
For future noobs reading this & having similar issues, I found this helpful document by Disch while searching too:
http://nesdev.com/bbs/viewtopic.php?t=5062
- Sun Feb 20, 2011 6:52 pm
- Forum: Newbie Help Center
- Topic: loading background tiles mid screen flash
- Replies: 8
- Views: 4892
loading background tiles mid screen flash
What's going on here? What am I doing wrong? I want the technical explanation. When loading a different background the screen flashes for a split second showing the top of the new background graphics in the middle of the screen before the new background is completely loaded. Here's an example rom an...
- Thu Feb 17, 2011 12:45 pm
- Forum: Newbie Help Center
- Topic: moving objects (sprites) off screen / accurate collisions
- Replies: 21
- Views: 6909
You have to add more bits to the upper end of your sprite/object coordinates so that you can represent values larger than 255. If you have scrolling, this means that the area where your objects are is wider than 256 pixels, which is why you need more bits for coordinates. Ok I think I get it. So If...
- Thu Feb 17, 2011 12:00 pm
- Forum: Newbie Help Center
- Topic: moving objects (sprites) off screen / accurate collisions
- Replies: 21
- Views: 6909
Thanks man.thefox wrote: FYI, this is called fixed-point arithmetic. Also note that nothing forces you to use 8.8 fp, it could as well be 14.2 or something else depending on your needs.
- Thu Feb 17, 2011 11:42 am
- Forum: Newbie Help Center
- Topic: moving objects (sprites) off screen / accurate collisions
- Replies: 21
- Views: 6909
Yes. All correct, if you don't scroll. Well you probably knew this question was coming... So what happens when scrolling is introduced? I've read a few posts on scrolling and know it's pretty complex (so I don't plan to use scrolling in anything until I have a few small projects under my belt) but ...
- Wed Feb 16, 2011 3:41 pm
- Forum: Newbie Help Center
- Topic: moving objects (sprites) off screen / accurate collisions
- Replies: 21
- Views: 6909
Got it now? I think so. Here's a visual to help explain how I understand it. http://arcade.publishpath.com/Websites/arcade/Images/nesdev/subpixel.gif So maybe I wasn't good at explaining it before but I think what I was saying was correct and we were talking about the same thing. The highbyte is th...
- Wed Feb 16, 2011 2:17 pm
- Forum: Newbie Help Center
- Topic: moving objects (sprites) off screen / accurate collisions
- Replies: 21
- Views: 6909
$00|FF (the high and low bytes) +$00|01(the immediate number I added with the two adcs in the above example =$01|00 The | shows the split between the high and low bytes. Thanks man. Yea I understand how the 16 bit math works.. I guess what I don't understand is how that 16 bit number we end up with...
- Wed Feb 16, 2011 11:41 am
- Forum: Newbie Help Center
- Topic: moving objects (sprites) off screen / accurate collisions
- Replies: 21
- Views: 6909
This might be a little off topic, but... I take it you're used to C or something similar? This might help for 16 bit coordinates. (Forgive my syntax if it's wrong, I'm switching between three languages for my current project.) Actually I'm not a C or Java guy or anything really. I don't have a huge...
- Wed Feb 16, 2011 11:06 am
- Forum: Newbie Help Center
- Topic: moving objects (sprites) off screen / accurate collisions
- Replies: 21
- Views: 6909
ball_dx is a number that is negative if the ball is moving left and positive if the ball is moving right. For example, it could be the X component of the ball's velocity. loss_timer is a variable stating how many frames before the animation for a lost ball begins. During play it's zero; once the ba...
- Tue Feb 15, 2011 9:50 am
- Forum: Newbie Help Center
- Topic: moving objects (sprites) off screen / accurate collisions
- Replies: 21
- Views: 6909
Re: moving objects (sprites) off screen / accurate collision
//Ball is traveling left. ballleft: lda ballpositionx sec sbc ballvelocityx sta ballpositionx bcs nopointleft;If the carry is still set after the subtract, the ball did not pass 0 inc leftscore nopointleft: rts //Ball is traveling right. ballright: lda ballpositionx clc adc ballvelocityx sta ballpo...
- Tue Feb 15, 2011 9:48 am
- Forum: Newbie Help Center
- Topic: moving objects (sprites) off screen / accurate collisions
- Replies: 21
- Views: 6909
As for the ball moving past the paddle, you want to check for collisions only in the first frame that this could happen. Do you understand the following pseudocode, or should I explain further? I'd like a little deeper explanation if you don't mind. (I understand how to read the pseudocode syntax b...
- Tue Feb 15, 2011 8:47 am
- Forum: Newbie Help Center
- Topic: moving objects (sprites) off screen / accurate collisions
- Replies: 21
- Views: 6909
moving objects (sprites) off screen / accurate collisions
Ok so it's time for my first noob questions I guess.. :) I've been working through the nerdy nights tutorials and I feel pretty good about where I am. But now I want to improve what I have. I'm wanting to improve on the basic object collision in the pong game. The basic logic was pretty easy to figu...
- Wed Feb 02, 2011 3:00 pm
- Forum: General Stuff
- Topic: Help Wanted Ad in Donkey Kong arcade source code
- Replies: 7
- Views: 3006
Memblers wrote:I guess it wasn't Nintendo's ad exactly, but here's a link I found with more info:
http://gdri.smspower.org/wiki/index.php ... _Tsushinki
Awesome! Just what I was looking for. Also, had no idea about all this history with DK. Craziness.