Search found 314 matches
- Wed Mar 11, 2015 7:46 pm
- Forum: SNESdev
- Topic: clean method of doing collision with tiles
- Replies: 33
- Views: 6610
Re: clean method of doing collision with tiles
But then you'd have to compensate for getting kicked upwards before you're pushed back out of a wall, for one thing. I did horizontal first and basically just patched around normal collision on the frame that you land to preserve your speed and such. Seems like a substantial workaround either way. T...
- Tue Mar 10, 2015 2:37 pm
- Forum: SNESdev
- Topic: SNES Programing Help 2
- Replies: 91
- Views: 18315
Re: SNES Programing Help 2
Huh, I forgot about the effect that BIT had on the N and V flags. Sounds handy, you can test three conditions with a single instruction... ... except that it's setting Z based on the accumulator, but V and N based on the value at the operand address, which makes it confusing and weird to me... I can...
- Mon Mar 09, 2015 7:51 pm
- Forum: SNESdev
- Topic: SNES Programing Help 2
- Replies: 91
- Views: 18315
Re: SNES Programing Help 2
Sorry to steer this conversation off topic a little... Helping you is literally the topic. :wink: I know there's a better way to do this, and at some point, I want to also have sprites flipped vertically, and that means I'd have to copy the routine 4 times... I know I could look to see if the bit w...
- Mon Mar 09, 2015 4:47 pm
- Forum: SNESdev
- Topic: SNES Programing Help 2
- Replies: 91
- Views: 18315
Re: SNES Programing Help 2
Yeah, I'm using direct page to iterate through my list of objects, hence all the ".b" instructions.
Thanks for the input!
Thanks for the input!
- Mon Mar 09, 2015 2:14 pm
- Forum: SNESdev
- Topic: SNES Programing Help 2
- Replies: 91
- Views: 18315
Re: SNES Programing Help 2
That's what the carry/borrow part of ADC/SBC is for, to let you easily carry/borrow lower portions of a multi-byte(/multi-word, for SNES) addition/subtraction. I'm not sure if this was being addressed to my comment but if so: Do you mean to say I'm doing things as intended or are you proposing a fa...
- Sun Mar 08, 2015 10:23 pm
- Forum: SNESdev
- Topic: SNES Programing Help 2
- Replies: 91
- Views: 18315
Re: SNES Programing Help 2
In my setup velocity is two bytes where the hi byte represents actual pixels/frame, and position is 3 bytes where the middle represents actual pixels. I branch based on whether velocity is positive or negative, add the sub-velocity to the sub-position in 16-bit mode, then bcc or bcs appropriately to...
- Sat Mar 07, 2015 8:41 am
- Forum: SNESdev
- Topic: SNES Programing Help 2
- Replies: 91
- Views: 18315
Re: SNES Programing Help 2
Heh. I'm quite content doing literally everything in Hex. It's only taken a couple months or so for it to become second nature to me, and that way there's never any misunderstanding about what my code is doing. In most cases it's even easier than thinking in decimal: A standard tile is $10 or 16, so...
- Fri Mar 06, 2015 5:24 am
- Forum: SNESdev
- Topic: clean method of doing collision with tiles
- Replies: 33
- Views: 6610
Re: clean method of doing collision with tiles
I should mention just in case it wasn't obvious that the method I use DOES handle smooth slopes.tokumaru wrote:So much complexity and we didn't even get to the slopes yet.
- Thu Mar 05, 2015 11:06 pm
- Forum: SNESdev
- Topic: SNES Programing Help 2
- Replies: 91
- Views: 18315
Re: SNES Programing Help 2
What I mean is, store the address of the metasprite table as a variable inside the object. Every frame, have your build metasprite routine look up the metasprite table at that address and draw it. This way you don't have to decide every frame which metasprite to draw. You just update that address wh...
- Thu Mar 05, 2015 8:05 pm
- Forum: SNESdev
- Topic: SNES Programing Help 2
- Replies: 91
- Views: 18315
Re: SNES Programing Help 2
The bullet isn't circular though, so velocity isn't the only thing changing. What else is changing? But how can it tell if it is -16 or if it is 65528? (I think the second number is correct) It is both. Just try adding both of those to a two byte number and you'll get the same result. Is there a go...
- Thu Mar 05, 2015 7:17 pm
- Forum: SNESdev
- Topic: SNES Programing Help 2
- Replies: 91
- Views: 18315
Re: SNES Programing Help 2
X and Y are both already being used in the metasprite routine, that is why. I don't plan on jumping to the routine outside of it. In that case, that's the beautiful part of my earlier suggestion of using direct page. Once you get that set up, you can just have metasprite routine call the X and Y po...
- Thu Mar 05, 2015 6:49 pm
- Forum: SNESdev
- Topic: SNES Programing Help 2
- Replies: 91
- Views: 18315
Re: SNES Programing Help 2
lda ObjectTable+2,y sta MetaspriteXPosition lda ObjectTable+4,y sta MetaspriteYPosition stz MetaspriteDirection jsr start_metasprite ; jump to start_metasprite to build metasprites Why not just have start_metasprite reference the X and Y positions in the object variables directly, instead of copyin...
- Thu Mar 05, 2015 3:47 pm
- Forum: SNESdev
- Topic: clean method of doing collision with tiles
- Replies: 33
- Views: 6610
Re: clean method of doing collision with tiles
Figure I might as well add my experience on this, I spent a lot of time on my own collision detection. I started off using the method from Sonic 1 as a base, having two vertical sensor lines on either side and one horizontal one, using this as a reference: http://info.sonicretro.org/SPG:Solid_Tiles ...
- Wed Mar 04, 2015 7:30 pm
- Forum: SNESdev
- Topic: Need a beta tester for real SNES Hardware
- Replies: 16
- Views: 5517
Re: Need a beta tester for real SNES Hardware
Tried out the new Tetris and it works perfectly. Thanks! Can't really comment on how the L-hold-delay feels though as I'm not used to that feature.
Looking forward to seeing the next game!
Looking forward to seeing the next game!
- Mon Mar 02, 2015 8:21 pm
- Forum: SNESdev
- Topic: Need a beta tester for real SNES Hardware
- Replies: 16
- Views: 5517
Re: Need a beta tester for real SNES Hardware
Ahh there we go, it works perfectly now!
That would be quite awesome of you, thanks!Easy, I'll code it up tomorrow. Not sure where the slot will be on the screen tho.