Search found 333 matches
- Tue Jan 13, 2015 8:04 pm
- Forum: Newbie Help Center
- Topic: JMP, fine...JSR, nope...
- Replies: 28
- Views: 8869
Re: JMP, fine...JSR, nope...
No problem - here is some code. Hopefully it's enough context? I have added a acceleration and deceleration method to my movement (works fine). Now I have to update my collision detection. This is where the problem is coming in. Here is the code that works in line. For example, this reads the point ...
- Tue Jan 13, 2015 6:37 pm
- Forum: Newbie Help Center
- Topic: JMP, fine...JSR, nope...
- Replies: 28
- Views: 8869
Re: JMP, fine...JSR, nope...
Hey guys - thanks. I push all my stack values at the top of the NMI and pull them at the end. So that's not it... But more importantly, nothing is being pushed or pulled during this routine. I'm mostly perplexed that it works perfectly in line, but not as a routine. Thanks for the suggestions though...
- Tue Jan 13, 2015 5:27 pm
- Forum: Newbie Help Center
- Topic: JMP, fine...JSR, nope...
- Replies: 28
- Views: 8869
JMP, fine...JSR, nope...
So this is the first time I've experienced this. It's sorta wacky. I have a routine that I'd like to use in a few instances, so I set up a JSR->Routine->RTS scenario. It does not work. I mean, there are no errors returned, however its effect does not work... Now, if I take the meat of the routine (a...
- Fri Jan 09, 2015 9:11 pm
- Forum: Homebrew Projects
- Topic: Any Homebrewers in Portland/Seattle?
- Replies: 7
- Views: 5893
Re: Any Homebrewers in Portland/Seattle?
Lidnariq - do you happen to have any past NES homebrews of note? Thanks for responding!
- Fri Jan 09, 2015 10:48 am
- Forum: Homebrew Projects
- Topic: Any Homebrewers in Portland/Seattle?
- Replies: 7
- Views: 5893
Any Homebrewers in Portland/Seattle?
Hey all - looking to profile some homebrewers and their projects. Will be traveling to Portland and Seattle this month and was wondering if there are any active NES homebrewers in that area not afraid to be on camera? Or perhaps some of you may know someone?
Let me know! Thanks.
Let me know! Thanks.
- Sat Dec 13, 2014 11:37 am
- Forum: Newbie Help Center
- Topic: sub pixel movement?
- Replies: 8
- Views: 4368
Re: sub pixel movement?
Hey friend - yeah, this I figured out. It's more using 16bit math for the acceleration routine that's tripping me up. I elaborated much more in a response PM. Thanks for the constant and quick feedback everyone 
- Sat Dec 13, 2014 10:36 am
- Forum: Newbie Help Center
- Topic: sub pixel movement?
- Replies: 8
- Views: 4368
Re: sub pixel movement?
Right - I'm still confused though, about drawing the 'sub pixel'. For instance, prior to starting to work with sub-pixel movement, I had a simple variable called playerX. L and R inc or dec playerX, and then it was written to spriteRam+whatever to determine the tiles x position in the screen. Easy. ...
- Sat Dec 13, 2014 10:00 am
- Forum: Newbie Help Center
- Topic: sub pixel movement?
- Replies: 8
- Views: 4368
Re: sub pixel movement?
Alright - so here's a follow up question on this... I have understood the very easy method of implementing 16bit math to handle 'sub pixel movement'/acceleration...however I'm sort of confused how to translate that to screen position. For acceleration, for instance...it was very simple to add a low ...
- Thu Dec 11, 2014 3:21 pm
- Forum: Newbie Help Center
- Topic: sub pixel movement?
- Replies: 8
- Views: 4368
Re: sub pixel movement?
Tepples - that is an awesome resource! Thanks! And Kasumi...you're right. That was brain-dead-simple! *palm to forehead*. Very easily integrated.
- Thu Dec 11, 2014 2:49 pm
- Forum: Newbie Help Center
- Topic: Controller Read Issue?
- Replies: 10
- Views: 2936
Re: Controller Read Issue?
Hey all - thanks for the responses. Yes, X is set to 8 before jumping to the routine. I tried adding it just before the controller bytes loop just in case to the same ends. It's a gremlin, for sure. Yes, RAM is cleared at reset prior to turning the NMI on, yet when this routine is called inside the ...
- Thu Dec 11, 2014 2:43 pm
- Forum: Newbie Help Center
- Topic: sub pixel movement?
- Replies: 8
- Views: 4368
sub pixel movement?
Been seeing a few posts on this and have been experimenting with a few things. I'm trying to get a good handle on the best method for sub pixel movement (seems imperative to implement, lest everything always move by multiples of 'one pixel'). Things like acceleration are impossible without this. Jus...
- Wed Dec 10, 2014 9:59 am
- Forum: Newbie Help Center
- Topic: Controller Read Issue?
- Replies: 10
- Views: 2936
Controller Read Issue?
This is something that went unnoticed until now. I have a controller reading routine that seems to work just fine. It's this: GamePadCheck: LDA #$01 STA $4016 LDA #$00 STA $4016 ReadControllerBytesLoop: PHA LDA $4016 AND #%00000011 CMP #%00000001 PLA ROR DEX BNE ReadControllerBytesLoop STA gamepad R...
- Sun Nov 30, 2014 4:10 pm
- Forum: Newbie Help Center
- Topic: Detecting 'point of collision'
- Replies: 2
- Views: 1307
Re: Detecting 'point of collision'
I had written a lot about how to get left, right, up or down, but it boils down to exactly what you're thinking. absolute value of object X midpoint - enemy X midpoint. absolute value of object Y midpoint - enemy Y midpoint. If X distance was greater than Y, collision is horizontal, else collision ...
- Sun Nov 30, 2014 10:56 am
- Forum: Newbie Help Center
- Topic: Detecting 'point of collision'
- Replies: 2
- Views: 1307
Detecting 'point of collision'
This might be more of a programming question than NES specific, however I can conceive of plenty of ways to do this with higher level functions or if cycles weren't a concern...so I guess I'm looking for a suggested method for something much more efficient - I'm looking to essentially detect whether...
- Tue Nov 18, 2014 8:35 pm
- Forum: Newbie Help Center
- Topic: Random numbers from start?
- Replies: 3
- Views: 1569
Random numbers from start?
So I've worked through and, with the help of posts I've found on the subject, developed a PRNG that works for me pretty well...however, I'd love to develop something that gives me a random seed value for it prior to, say, player input. Does anyone have any methods for this? Having a random seed valu...