Search found 20 matches

by CareerOfEvil
Sun Sep 16, 2012 4:52 pm
Forum: NESdev
Topic: BMI/BPL Issue...
Replies: 6
Views: 3436

BMI/BPL Issue...

I seem to be having an issue with the BMI and BPL commands. For some reason, it is calculating incorrectly... My routine is: LDA BadGuy1X,x CMP HeroX BEQ SecondDirectionCheck ;; If he is at hero's X position, don't move, the hero will bounce back anyway... BMI SetHimRight DEC BadGuy1X,x JMP SecondDi...
by CareerOfEvil
Tue Sep 04, 2012 10:06 pm
Forum: NESdev
Topic: Leftover code in games
Replies: 24
Views: 5651

Re: Leftover code in games

Personally I wouldn't use any of the old sources (that I have seen) to try to learn anything. Short/obscure symbol names, next to no comments, tons of magic numeric constants -- all of the sources seem to show the same pattern. :) BTW, for those not in the know, Gil Galad's site has full source cod...
by CareerOfEvil
Tue Sep 04, 2012 6:49 pm
Forum: NESdev
Topic: Leftover code in games
Replies: 24
Views: 5651

Re: Leftover code in games

This is indeed quite interesting, and will likely teach me something, which is good because I could really use an advanced course in NES assembly!
by CareerOfEvil
Sat Feb 25, 2012 9:34 pm
Forum: NESdev
Topic: Collision Detection errors
Replies: 3
Views: 1801

Thank you for your responses, Kasumi and tokumaru. I was able to get the correct number using this routine with your help: LDX #$05 shiftLoop: LDA collisionLo ASL A STA collisionLo LDA collisionHi ROL A STA collisionHi DEX BNE shiftLoop LDA collisionHi CLC ADC #$20 STA collisionHi Adding the "R...
by CareerOfEvil
Sat Feb 25, 2012 6:48 pm
Forum: NESdev
Topic: Collision Detection errors
Replies: 3
Views: 1801

Collision Detection errors

Hi folks! I'm in the process of writing my own homebrew game and implementing collision detection has been a troublesome task, as I am stuck at an error that seems to have no explanation and figured this would be the right forum to ask. The data I am working with is an entire uncompressed screen (we...