Was going to link this article but couldn't find it. Thanks, I think it covers most things you'd need to think about in camera design.RT-55J wrote:You might find this Gamasutra article to be useful for some ideas.
Search found 314 matches
- Sat Aug 08, 2015 4:43 pm
- Forum: SNESdev
- Topic: camera movement (and object spawning)
- Replies: 30
- Views: 10186
Re: camera movement
- Mon Aug 03, 2015 10:12 pm
- Forum: SNESdev
- Topic: Cannons - Another Game by The UnDisbeliever
- Replies: 1
- Views: 1325
Re: Cannons - Another Game by The UnDisbeliever
Works great! I used to play "Tank Wars" for DOS all the time when I was younger and it still never really gets old. I'm impressed, must have taken some doing to work this out on SNES.
Thanks for sharing it!
Thanks for sharing it!
- Sat Aug 01, 2015 7:58 pm
- Forum: SNESdev
- Topic: Direct page issues...
- Replies: 39
- Views: 8018
Re: Direct page issues...
Hahaha. Oh wow, that last example could have saved me a LOT of time in places. I have literally turned to writing Excel VBA Macros before that produce huge repetitive chunks of code that follow a predictable pattern. Only other thing I can think of now is that the problem might not be in that chunk ...
- Sat Aug 01, 2015 7:33 pm
- Forum: SNESdev
- Topic: Direct page issues...
- Replies: 39
- Views: 8018
Re: Direct page issues...
Forgive me if this is a dumb question, but can someone explain to me exactly how "REPT" works? I've never used it. Does it just copy the instruction 4 times, or does it set up an actual loop? Which, if it uses X or Y as an index for that loop, that'll break your code, yeah. I've never used...
- Fri Jul 31, 2015 4:24 pm
- Forum: SNESdev
- Topic: Direct page issues...
- Replies: 39
- Views: 8018
Re: Direct page issues...
Hmm... - The clc at the start of the loop is wasted. cmp determines the carry flag, so its state beforehand is irrelevant. - Looks like you're using bcs when you should be using bpl , and that's probably your problem. Branch if PLus ( bpl ) and Branch if MInus ( bmi ) are for straight-up greater tha...
- Thu Jul 30, 2015 12:02 pm
- Forum: General Stuff
- Topic: Trying to find the name of an old computer game
- Replies: 14
- Views: 4228
Re: Trying to find the name of an old computer game
There needs to be an entire website solely devoted to helping people identify things by a description alone...
At the risk of suggesting something obvious and making myself look stupid, since I never successfully played 'em, it wasn't one of the Ultima games was it?
At the risk of suggesting something obvious and making myself look stupid, since I never successfully played 'em, it wasn't one of the Ultima games was it?
- Wed Jul 29, 2015 10:32 pm
- Forum: SNESdev
- Topic: Direct page issues...
- Replies: 39
- Views: 8018
Re: Direct page issues...
Read: people like to make our lives harder for no apparent reason. Doesn't help that what has happened is not that people switched to the new prefixes (which at worst would have been annoying), but instead changed to count in 1000s instead of 1024s, so now you have absolutely no way to tell for sur...
- Wed Jul 29, 2015 12:35 pm
- Forum: SNESdev
- Topic: Direct page issues...
- Replies: 39
- Views: 8018
Re: Direct page issues...
Ah, well, what immediates are there which I can specify without a pound sign prefixed? Cause, even with assembler defined variables (.EQU WHATEVER $1) I'd still need to add the pound in front so it doesn't assume I wanna load address $1. You still write ".EQU WHATEVER $01" regardless of h...
- Wed Jul 29, 2015 7:46 am
- Forum: General Stuff
- Topic: love for a system: PC's vs consoles
- Replies: 10
- Views: 3010
Re: love for a system: PC's vs consoles
I've got a number of opinions on this actually. First off, there's the hardware issue. There's such a huge spectrum of parts from all different manufacturers, some of which won't cooperate with others. It's hard to have a "definitive 486 machine", because you have so many different options...
- Tue Jul 28, 2015 9:30 am
- Forum: General Stuff
- Topic: SGDQ Is Live
- Replies: 33
- Views: 8897
Re: SGDQ Is Live
AFAIK, they bypass the actual controllers and feed data directly into the controller ports, so they're free to press opposite directions, unlike is the case of the common setup. Yup! In the case of SNES, this also lets them also use the register bits that are not wired to any buttons, which I belie...
- Mon Jul 27, 2015 4:18 pm
- Forum: General Stuff
- Topic: SGDQ Is Live
- Replies: 33
- Views: 8897
Re: SGDQ Is Live
Well, no. I dislike false advertising I don't think it was ever advertised as "Megaman doing the same thing in four games", simply "four games beaten with the same input", which is just plain literally true... It may have misled you but I can't think of any other way they could ...
- Mon Jul 27, 2015 10:12 am
- Forum: General Stuff
- Topic: SGDQ Is Live
- Replies: 33
- Views: 8897
Re: SGDQ Is Live
Coming from one who has been through the process, the TASVideos people judge submissions very strictly. They independently verify the results and have high standards (in my opinion sometimes too high) on what they'll allow through. My Dragon View run nearly got rejected because the (ridiculously lon...
- Sun Jul 26, 2015 10:54 pm
- Forum: General Stuff
- Topic: Have people changed their minds about Satoru Iwata now?
- Replies: 58
- Views: 9921
Re: Have people changed their minds about Satoru Iwata now?
Oh my god it seriously took me 11 hours to get that joke.tepples wrote:Case in point: Was was the name of the movie playing framework in classic Mac OS?
I have never been this ashamed of my brain in my entire life.
- Sun Jul 26, 2015 8:13 pm
- Forum: SNESdev
- Topic: How do you know if your code is structured well enough?
- Replies: 55
- Views: 11160
Re: How do you know if your code is structured well enough?
One more tiny structural habit that just occured to me that I wonder if others do: I put an empty line following every branch instruction. I find it makes it easier to see how the program flows at a glance, and helps to not miss a label when renaming all my branches as per my last post. Khaz (I thin...
- Sun Jul 26, 2015 4:15 pm
- Forum: SNESdev
- Topic: How do you know if your code is structured well enough?
- Replies: 55
- Views: 11160
Re: How do you know if your code is structured well enough?
Might as well throw in an opinion. I never use +/- labels myself, but they're good for short local branches. Coming up with a unique appropriate name for every label is time consuming and I've gotten used to calling things whatever nonsense pops into my mind first, which results in some real gems li...