Search found 333 matches
- Tue Jul 22, 2014 12:26 pm
- Forum: NES Music
- Topic: FamiTone2 problem - not all notes played?
- Replies: 10
- Views: 4978
Re: FamiTone2 problem - not all notes played?
Here's the ASM. You'll see, it's pretty much completely stripped away...it's just a file to learn FamiTone and try to get something created with FamiTracker to play in an emulator for now. Btw - this doesn't seem to be an issue with the song file - here it is even replaced with the default file that...
- Tue Jul 22, 2014 11:24 am
- Forum: NES Music
- Topic: FamiTone2 problem - not all notes played?
- Replies: 10
- Views: 4978
Re: FamiTone2 problem - not all notes played?
Gotcha. Well, my plot with it thickens... Like I said, I'd made a ROM file that simply loaded up and would play the song, just to see how FamiTone2 worked and whatnot. This gave me the ugly 32 steps of ugly noise. Well...just to play out a hypothesis, I added a gamepad function so that the song woul...
- Tue Jul 22, 2014 8:27 am
- Forum: NES Music
- Topic: FamiTone2 problem - not all notes played?
- Replies: 10
- Views: 4978
Re: FamiTone2 problem - not all notes played?
Dimeback - what assembler are you using? I am using ASM6. My issue is not exactly the same as yours, but maybe there's a connection.
- Mon Jul 21, 2014 5:02 pm
- Forum: NES Music
- Topic: FamiTone2 problem - not all notes played?
- Replies: 10
- Views: 4978
FamiTone2 problem - not all notes played?
Hey all - followed along the readme file to get a song written in FamiTracker into a ROM file. Got it working no problem - the update is at the end of the NMI. There's not much else in the file - was just trying to get the audio to work in a small practice file before loading it into something more ...
- Fri Jul 18, 2014 2:39 pm
- Forum: Newbie Help Center
- Topic: Random number, and best way to get a seed value?
- Replies: 4
- Views: 1974
Re: Random number, and best way to get a seed value?
Hey guys - thanks. The seed idea helped (similar to what I was trying, but still...this seems a better approach). The main issue...no call to the actual subroutine! *slams head on desk*. In going through and implementing this idea, I found it as the problem. The values all seem to be relatively low....
- Fri Jul 18, 2014 1:47 pm
- Forum: Newbie Help Center
- Topic: Random number, and best way to get a seed value?
- Replies: 4
- Views: 1974
Random number, and best way to get a seed value?
I've seen a bunch of advice in the forums already and have tried a few things. I am attempting to set up a random timer, however nothing I've implemented seems to work (adding a return value from random number generator to timer yeilds a continually steady timer rather than one that should be pretty...
- Sun Jul 13, 2014 6:53 pm
- Forum: Newbie Help Center
- Topic: Regarding a pointer for collision data...
- Replies: 10
- Views: 3164
Re: Regarding a pointer for collision data...
Yep, with the help here I figured it out. Oddly, everything seems to be shifted a row down, but I'm sure if I dig through and unknot the spaghetti of code here I'll find the culprit.
- Sun Jul 13, 2014 2:52 pm
- Forum: Newbie Help Center
- Topic: Regarding a pointer for collision data...
- Replies: 10
- Views: 3164
Re: Regarding a pointer for collision data...
Thanks! I have it referenced along with a dozen other resources...still familiarizing myself. Thanks for the clarifications!
- Sun Jul 13, 2014 12:49 pm
- Forum: Newbie Help Center
- Topic: Regarding a pointer for collision data...
- Replies: 10
- Views: 3164
Re: Regarding a pointer for collision data...
That's sort of what I thought. I set up a collision table to handle screen00 and got it working exactly as I wanted to. Now, with my screen changes (working, using a nametable pointer to load the next screen), I also want to change the collision table (so I'm attempting to set up a collisionPointer ...
- Sun Jul 13, 2014 7:03 am
- Forum: Newbie Help Center
- Topic: Regarding a pointer for collision data...
- Replies: 10
- Views: 3164
Re: Regarding a pointer for collision data...
Rainwarrior - yes exactly, that's exactly what I meant. I was just wondering if there was a best practice for this or a more logical place (or good place) to store them to CPU memory. Again, maybe this is a case of overthinking things, but just wondering if anyone had any advice on this.
- Sun Jul 13, 2014 6:01 am
- Forum: Newbie Help Center
- Topic: Regarding a pointer for collision data...
- Replies: 10
- Views: 3164
Regarding a pointer for collision data...
So I've made a pretty effective background collision system (probably not very pretty, but suiting my needs for the time being) designed for a single screen, however now I'd like to set up a pointer like I did with nametables, so when I change screens, I also change collision tables along with it. I...
- Fri Jul 11, 2014 5:09 pm
- Forum: Newbie Help Center
- Topic: Best way to generate bkg collision data?
- Replies: 5
- Views: 2569
Re: Best way to generate bkg collision data?
Yes, I understand the concept, thanks! It's more the implementation I'm having a problem with. I've done this sort in high level languages, just trying to translate it to my growing knowledge of ASM. For instance, I can generally use my nametable setup as a reference of how to set up a table, howeve...
- Fri Jul 11, 2014 3:03 pm
- Forum: Newbie Help Center
- Topic: Best way to generate bkg collision data?
- Replies: 5
- Views: 2569
Re: Best way to generate bkg collision data?
I've actually been considering developing a tool to create collision map data eventually, I just want to be sure I can get it working before I go down that road. I appreciate the response. I'm still having a hard time understanding the use of a pointer. With your help, I was able to implement a poin...
- Fri Jul 11, 2014 11:13 am
- Forum: Newbie Help Center
- Topic: Best way to generate bkg collision data?
- Replies: 5
- Views: 2569
Best way to generate bkg collision data?
I've been reading many posts on the subject today and have plenty of good ideas. I completely understand the concept of creating essentially a grid of (16x16) metatiles and dividing by 16 to determine an object's position relative to that grid (or dividing by 32, for instance, to get the object's po...
- Thu Jul 10, 2014 5:14 am
- Forum: Newbie Help Center
- Topic: Just a curious thing - more with nametables
- Replies: 14
- Views: 3592
Re: Just a curious thing - more with nametables
Thanks so much - this makes a lot more sense now and the problem is glaringly obvious now that I look at the code through this understanding.