Search found 3485 matches
- Wed Dec 03, 2014 9:39 pm
- Forum: SNESdev
- Topic: SNES game programing help
- Replies: 68
- Views: 13456
Re: SNES game programing help
The question about BG collision is a good question. Collision with solid and pass-through-bottom blocks aren't that bad, but slopes are a pain in the butt. Instead of doing it with hit-boxes, it's usually done by calculating the corners of the sprites, and dividing the x and y axis by 16 to find wh...
- Tue Dec 02, 2014 9:05 pm
- Forum: SNESdev
- Topic: SNES game programing help
- Replies: 68
- Views: 13456
Re: SNES game programing help
Because everything is so particular in the way it is set up, I am guessing that each set of objects use a part of OAM set aside specially for them? E.g. Players: Sprites 1-2, Player Bullets: Sprites 3-50. Enemies: Sprites 51-72, etc... I previously thought that the games would have the sprites get s...
- Tue Dec 02, 2014 6:55 pm
- Forum: SNESdev
- Topic: SNES game programing help
- Replies: 68
- Views: 13456
Re: SNES game programing help
WOW! It actually works! :mrgreen: Just thinking, what would be the best way to make the code work with any combination of sprites? Would you change any spot of the code that has any registers that are used by sprites and instead make them regular registers that store the information for whatever spr...
- Tue Dec 02, 2014 4:34 pm
- Forum: SNESdev
- Topic: SNES game programing help
- Replies: 68
- Views: 13456
Re: SNES game programing help
Well... I tried to make my own collision detection code between two squares on the screen, but this was the result... Collision.zip (If you want to assemble it, just use command prompt, go to that directory, and type in wla walker) The code was just meant to change the center square color from green...
- Mon Dec 01, 2014 5:22 pm
- Forum: SNESdev
- Topic: SNES game programing help
- Replies: 68
- Views: 13456
Re: SNES game rograming help
object_collision: lda {width} // grab object #1 width using direct page clc adc.w {width},x // add object #2 width using x-indexed sta {temp} // store the sum at "temp" lda {x_position} sec sbc.w {x_position},x // calculate the distance between objects center point cmp {temp} bcc + // if ...
- Mon Dec 01, 2014 4:29 pm
- Forum: SNESdev
- Topic: SNES game programing help
- Replies: 68
- Views: 13456
Re: SNES game rograming help
Notepad That could be half your problem right there. What's bad about notepad? What do you use? And even if you did use some sort of different tool, you would still need to have some basic understanding as what you are supposed to do. Although completely irrelevant, sorry if you felt that I was try...
- Mon Dec 01, 2014 4:09 pm
- Forum: SNESdev
- Topic: SNES game programing help
- Replies: 68
- Views: 13456
SNES game programing help
First off, I want to say that I am sorry for not well contributing to this website. I feel that if I had a better understanding of how to make and SNES game, I could actually write something decent. The purpose of this page is to inform me (and other beginners possibly) how to do game programming ba...
- Sun Nov 30, 2014 5:35 pm
- Forum: SNESdev
- Topic: HDMA Sprite demo not working...
- Replies: 26
- Views: 8294
Re: HDMA Sprite demo not working...
That line is what forced blank looks like. You wouldn't have time to rearrange much of OAM during HBlank even if you did turn off rendering during it; a full OAM update takes more than three scanlines of pure DMA. And Mario Kart might have other things to do between the two screens besides the OAM ...
- Sun Nov 30, 2014 9:19 am
- Forum: SNESdev
- Topic: HDMA Sprite demo not working...
- Replies: 26
- Views: 8294
Re: HDMA Sprite demo not working...
it looks like your "turn the screen back on" part actually turns it off. Oops, my bad... Second, why are you taking your HDMA table values out of WRAM? Is the table actually in WRAM? I'm actually taking it from bank 0 ($00 is bank 0 right?), it's just that I accidentally forgot to change ...
- Sat Nov 29, 2014 11:26 pm
- Forum: SNESdev
- Topic: HDMA Sprite demo not working...
- Replies: 26
- Views: 8294
Re: HDMA Sprite demo not working...
So you won't get any sprites on the line after the horizontal blanking period in which you forced blanking. Will you get sprites on consecutive lines though? Oh, When you were talking about 32 sprites per scan line and everything like that, it reminded me of a question I was eventually going to ask...
- Sat Nov 29, 2014 10:56 pm
- Forum: SNESdev
- Topic: HDMA Sprite demo not working...
- Replies: 26
- Views: 8294
Re: HDMA Sprite demo not working...
Thanks for the information. Oh, tepples, while you're hear, can you explain why force blank during HBlank is incompatible with sprites like you said in that one topic I wrote? (sorry for filling up a full post with just this...)
- Sat Nov 29, 2014 10:24 pm
- Forum: SNESdev
- Topic: HDMA Sprite demo not working...
- Replies: 26
- Views: 8294
Re: HDMA Sprite demo not working...
Well, I tried to turn off the screen using HDMA and this is what I got... (I'm a work in progress) strange2.png At least something IS being done with $2100 as there are black bars running horizontally across the screen (that aren't BG's or Sprites). Again... Here's what I wrote: LDA #$80 STA $2100 ;...
- Sat Nov 29, 2014 7:53 pm
- Forum: SNESdev
- Topic: HDMA Sprite demo not working...
- Replies: 26
- Views: 8294
Re: HDMA Sprite demo not working...
So I finally fixed my code to where I'm not writing to 4 different registers and surely enough, the game was back to normal as in the background was fixed, but nothing happened sprite-wise (in zsnes, no sprites would even appear on the screen, which really shows how "accurately" it emulate...
- Sat Nov 29, 2014 5:02 pm
- Forum: SNESdev
- Topic: HDMA Sprite demo not working...
- Replies: 26
- Views: 8294
Re: HDMA Sprite demo not working...
It's not known to what extent you can modify OAM during HBlank, but it's very tricky at best; Uniracers is the only game that does it. But what you are saying is that you CAN at least modify sprites in some way using HDMA? And, If Uniracers DOES do it, why does it? It is not like it's a bullet-hell...
- Sat Nov 29, 2014 3:55 pm
- Forum: SNESdev
- Topic: HDMA Sprite demo not working...
- Replies: 26
- Views: 8294
Re: HDMA Sprite demo not working...
So there is nothing wrong with what I wrote, It's just that the SNES doesn't accept you doing it? I guess that's why I've never seen it done before.