Search found 14 matches
- Wed Sep 18, 2013 2:57 pm
- Forum: NESdev
- Topic: WUDSN IDE: Free integrated 6502 IDE
- Replies: 6
- Views: 9376
Re: WUDSN IDE: Free integrated 6502 IDE
A neat IDE! The only thing that bothers me is this: I like to have my .nes output files go into a subfolder of the source file's folder called /nes/ . I wanted to tell the compiler to output to this subfolder, but none of the radio buttons found in windows->preferences->assembler->NES Compilers that...
- Sun Jul 14, 2013 12:57 am
- Forum: Homebrew Projects
- Topic: Demo of my game: Code Master
- Replies: 7
- Views: 5462
Re: Demo of my game: Code Master
It may be just me not understanding the rules of this game, but how does this make sense: Here's one result from a try: puzzle1.png So, two incorrect symbols, one correctly placed symbol and one correct symbols in wrong position. But the correct answer is: puzzle2.png It has three of the same symbo...
- Sat Jul 13, 2013 10:06 pm
- Forum: Homebrew Projects
- Topic: Demo of my game: Code Master
- Replies: 7
- Views: 5462
Re: Demo of my game: Code Master
You can always put the LAN Master music in for now. Someone might object to the title. I've fixed it so that it doesn't need the music now. As for the title, maybe if I ever decide to do anything for real with this game, I'll change it. For now, it's just a fun little project I've been working on.
- Sat Jul 13, 2013 7:10 pm
- Forum: Homebrew Projects
- Topic: Demo of my game: Code Master
- Replies: 7
- Views: 5462
Demo of my game: Code Master
This is a demo of the first non-pong game I've made for the NES, called Code Master. Fixed version here: CodeMaster_Main.nes It is a version of the puzzle game "Mastermind", where the player has to guess a four symbol code from a possible selection of eight symbols. Make your guess using t...
- Fri Jul 12, 2013 7:01 pm
- Forum: General Stuff
- Topic: Game with one player character and only one opponent
- Replies: 24
- Views: 6893
Re: Game with one player character and only one opponent
What about Spy vs Spy? The goal is to leave the building, and the other spy is an obstacle rather than an opponent.
- Wed Jul 10, 2013 10:24 pm
- Forum: Newbie Help Center
- Topic: assemblers hate me
- Replies: 8
- Views: 3164
Re: assemblers hate me
I have notepad and notepad++, if that works Notepad++ has a neat little command line plugin that I use to compile called nppexec. You can find it in the plugin manager, and install it from there. Then, put asm6.exe in the same folder that has your code. Press F6, and a little script editor will pop...
- Tue Jul 09, 2013 11:39 pm
- Forum: Newbie Help Center
- Topic: Code only runs when 'looking' at it
- Replies: 3
- Views: 1854
Re: Code only runs when 'looking' at it
And I can't see a problem with what you've posted. How are you checking if start is pressed? While I was about to answer this question, it made me realize the issue: My code relies on a start flag detecting if the start button is being pressed. If the flag is set, then the start button has not been...
- Tue Jul 09, 2013 10:49 pm
- Forum: Newbie Help Center
- Topic: Code only runs when 'looking' at it
- Replies: 3
- Views: 1854
Code only runs when 'looking' at it
I almost titled this post "Schrodinger's Breakpoints". Anyway: In my current project, once the player loses, they need to press start to go back to the main menu and reset everything. The code for this is just a copy of the reset vector (sans waiting for 2 vblanks, and overwiting the stack...
- Tue Jul 09, 2013 9:55 pm
- Forum: NES Music
- Topic: FamiTracker: Compiling to NSF driver source trouble
- Replies: 3
- Views: 3049
Re: FamiTracker: Compiling to NSF driver source trouble
Hmm... that link doesn't work for me.rainwarrior wrote:I created a more up-to-date guide here:
http://famitracker.com/forum/posts.php?page=1&id=3681
- Tue Jul 09, 2013 5:26 pm
- Forum: NES Music
- Topic: FamiTracker: Compiling to NSF driver source trouble
- Replies: 3
- Views: 3049
FamiTracker: Compiling to NSF driver source trouble
So, I tried following the instructions at http://forums.nesdev.com/viewtopic.php?t=6530 , but I run into a strange problem. After generating the .nsf file, I added it to my project, and the game didn't load properly. I went to the debugger, and realized that the nsf file had $2000 bytes of zeroes pr...
- Sun Jul 07, 2013 11:49 pm
- Forum: Newbie Help Center
- Topic: Question about Render Area
- Replies: 4
- Views: 2238
Question about Render Area
Many NES emulators have the option of (or force) the removal of the left and rightmost 8 pixels of the screen. Why is this? Does the NES not normaly render this area? Am I wrong to design a game that uses those left and rightmost 8 pixels?
- Mon Jul 01, 2013 9:58 pm
- Forum: Newbie Help Center
- Topic: What is bankswitching, and when is it used?
- Replies: 3
- Views: 1743
What is bankswitching, and when is it used?
I have seen all sorts of stuff talking about bankswitching, and how to do it, but I can't find anything that gives me a clear idea of what it is. What is it for? When should I use it? If I am making an NROM-256 game, do I need to use bankswitching when going between the first 16kb bank and the secon...
- Sat Jun 29, 2013 4:12 pm
- Forum: Newbie Help Center
- Topic: Modifying a Nametable's tile before loading it into the PPU?
- Replies: 4
- Views: 2453
Re: Modifying a Nametable's tile before loading it into the
Or you can just turn off rendering, copy one item into video memory, and then copy another item into video memory on top of this. So to do this, if I wanted to change, say, tile #85, if my current nametable is at $2800, I could write $2855 to the $2006 register, and make my change through the $2007...
- Fri Jun 28, 2013 11:39 pm
- Forum: Newbie Help Center
- Topic: Modifying a Nametable's tile before loading it into the PPU?
- Replies: 4
- Views: 2453
Modifying a Nametable's tile before loading it into the PPU?
So, I'm trying to make a subroutine that can modify a given tile in a given nametable before it loads into the PPU using ASM6. The code I have is as follows (the .org is just so I can find the subroutine in the fceuxd's debugger): ;*TODO: Implement a working version of this subroutine .org $c500 swi...