Search found 160 matches
- Sun Jun 08, 2014 7:09 pm
- Forum: Newbie Help Center
- Topic: Need instruction on how to save.
- Replies: 32
- Views: 9348
Re: Need instruction on how to save.
What is the best environment to develop NES games in? I write the code in GVIM and have it compiled in NESASM3. Is there a better way to do this that I am unaware of?
- Sun Jun 08, 2014 6:39 pm
- Forum: Newbie Help Center
- Topic: Need instruction on how to save.
- Replies: 32
- Views: 9348
Re: Need instruction on how to save.
I'm not sure, but this is how I have things initially set up. .inesprg 1 ; 1x 16KB PRG code .ineschr 1 ; 1x 8KB CHR data .inesmap 0 ; mapper 0 = NROM, no bank swapping .inesmir 1 ; background mirroring Does this answer your question? I'm new at this so I still don't know what commands set bit 1 of b...
- Sun Jun 08, 2014 6:12 pm
- Forum: Newbie Help Center
- Topic: Need instruction on how to save.
- Replies: 32
- Views: 9348
Re: Need instruction on how to save.
How do I set bit 1 of byte 6 in the header?
Is the only information saved from $6000 - $7FFF ?
Is the only information saved from $6000 - $7FFF ?
- Sun Jun 08, 2014 5:57 pm
- Forum: Homebrew Projects
- Topic: 2048 for NES/FC (includes source)
- Replies: 61
- Views: 35977
Re: 2048 for NES/FC (includes source)
Obviously it is a case of preference. Having my sprite-based game working well and having a familiar feel makes me believe that the sprite based approach is better. The smaller game block size is not bad. I can prove that there could be no larger game block background-tile based game that could be a...
- Sun Jun 08, 2014 5:48 pm
- Forum: Newbie Help Center
- Topic: Need instruction on how to save.
- Replies: 32
- Views: 9348
Need instruction on how to save.
I have been working on a game and I need it to save. I am not new to programming but I am newer to 6502 and may not be familiar with all the terminology you use in your explanation. I don't understand what needs to happen to read and write from a save file.
- Sun Jun 08, 2014 8:22 am
- Forum: Homebrew Projects
- Topic: 2048 for NES/FC (includes source)
- Replies: 61
- Views: 35977
Re: 2048 for NES/FC (includes source)
In my opinion, the animations should not be compromised for tile size in this game. I slowed down on an emulator the other version of the game being made that was posted and I found it had a lot of clunky, blinky animations.
- Sat Jun 07, 2014 7:12 pm
- Forum: Homebrew Projects
- Topic: 2048 for NES/FC (includes source)
- Replies: 61
- Views: 35977
Re: 2048 for NES/FC (includes source)
The attribute clash would be very very hard to overcome and it would surely come at a price at some point. Perhaps it might be easier if I demonstrate with an animated GIF. This movement is unrealistic to the original game. In the GIF, the blocks are separating for a short time before coming togeth...
- Sat Jun 07, 2014 11:54 am
- Forum: Homebrew Projects
- Topic: 2048 for NES/FC (includes source)
- Replies: 61
- Views: 35977
Re: 2048 for NES/FC (includes source)
The attribute clash would be very very hard to overcome and it would surely come at a price at some point.
Redesigned the interface to look more like the Android game.
Redesigned the interface to look more like the Android game.
- Fri Jun 06, 2014 5:50 pm
- Forum: Homebrew Projects
- Topic: 2048 for NES/FC (includes source)
- Replies: 61
- Views: 35977
Re: 2048 for NES/FC (includes source)
I used sprites instead of background tiles. That way, the animations are far smoother. The only trade-off is tile size. Mine was designed to be as close to the Android game as possible in color and presentation.
- Sat May 31, 2014 4:14 pm
- Forum: Homebrew Projects
- Topic: 2048 for NES/FC (includes source)
- Replies: 61
- Views: 35977
Re: 2048 for NES/FC (includes source)
My version of 2048 is just about done and better than the one you have posted. I will post it in 2 weeks.