Search found 186 matches
- Sat Sep 19, 2015 2:42 pm
- Forum: Newbie Help Center
- Topic: Collision with objects
- Replies: 15
- Views: 5085
Re: Collision with objects
You're comparing $0203 (the sprite's X position) to the value in background label, whose address is $E000. The value of $E000 is #$00, which equates to the left edge of the screen. Are you trying to test collision with the plus sign made of zeros? Those aren't sprites. The general way to do sprite c...
Re: Vibrato
Did you expand on MetalSlime's music engine, or did you write yours from scratch? The only reason I ask is because I'd be more than interested in trying to integrate this into my own game, which uses his engine.
- Thu Sep 17, 2015 4:06 pm
- Forum: General Stuff
- Topic: That C64 sound
- Replies: 53
- Views: 11157
Re: That C64 sound
I always thought it always sounded too buzzy. It does work for some songs though, so that's not to say I hate it, the C64 has some excellent songs. I just prefer the NES and Game Boy's sound to it.
- Wed Sep 16, 2015 2:50 pm
- Forum: Newbie Help Center
- Topic: Need some direction with multiple backgrounds
- Replies: 25
- Views: 6271
Re: Need some direction with multiple backgrounds
If you dont want the screen to scroll and just have a new screen be loaded when something exits the screen (Like in battle kid), it's actually very simple. Just have an address table of screens Screen0: ;nametable for the first screen goes here Screen1: ;nametable for second screen goes here Screens...
- Tue Sep 15, 2015 6:59 pm
- Forum: General Stuff
- Topic: Nintendo asserts copyright against YouTube TASers
- Replies: 36
- Views: 16169
Re: Nintendo asserts copyright against YouTube TASers
I think if anything it'll make kids interested in designing video games without all the harsh realities of actually programming, and maybe the interest of homebrewing will grow. Maybe the door to what's currently a pretty niche interest will widen.
- Tue Sep 15, 2015 3:24 am
- Forum: NESdev
- Topic: Revisiting the quest for the most accurate NES palette:
- Replies: 123
- Views: 74995
- Sun Sep 13, 2015 8:58 pm
- Forum: Newbie Help Center
- Topic: Collision with objects
- Replies: 15
- Views: 5085
Re: Collision with objects
All labels are just memory locations What I like to do is separate my labels into constants and variables. For variables, I don't care about the address itself, but what's in it. For constants, since they never change, I use its address as an immediate value. so lets say you have: myvariable .dsb 1 ...
- Thu Sep 10, 2015 7:00 pm
- Forum: General Stuff
- Topic: Games that stand out for some reason or another
- Replies: 23
- Views: 6476
Re: Games that stand out for some reason or another
Metal Slader Glory is what happens when you give the finger to attribute limits =P But it took four years to make and by the time it was done the SNES was out already and people didn't care anymore (in fact it's what sent HAL into bankruptcy (if I recall correctly) and made Nintendo pick them up) J...
- Thu Sep 10, 2015 4:20 pm
- Forum: Newbie Help Center
- Topic: Trying to structure my code for PRG bank switching
- Replies: 66
- Views: 16041
Re: Trying to structure my code for PRG bank switching
Alright, well I seem to have gotten it to work so far 
- Wed Sep 09, 2015 7:41 pm
- Forum: Newbie Help Center
- Topic: Collision with objects
- Replies: 15
- Views: 5085
Re: Collision with objects
Is there any particular reason you're doing
Instead of just INCing $0203? The only reason I ask is because I see you DECing $0203.
Code: Select all
LDA $0203
CLC
ADC #$01
STA $0203
- Wed Sep 09, 2015 4:37 am
- Forum: Newbie Help Center
- Topic: Trying to structure my code for PRG bank switching
- Replies: 66
- Views: 16041
Re: Trying to structure my code for PRG bank switching
Could you guys please explain to me what trampoline code is?
- Tue Sep 08, 2015 1:11 pm
- Forum: Newbie Help Center
- Topic: Trying to structure my code for PRG bank switching
- Replies: 66
- Views: 16041
Trying to structure my code for PRG bank switching
After making several small NROM projects, I want to try and start working on a bigger project that I've had in mind for a while. I know that at the very least I'll probably need MMC1, as I'm thinking that WRAM will definitely be necessary. I've messed around with CNROM a little, but bank switching, ...
- Fri Sep 04, 2015 2:12 pm
- Forum: NESdev
- Topic: Programming NES in C
- Replies: 21
- Views: 5312
Re: Programming NES in C
What makes setting up ca65/cc65 so involved?
- Thu Sep 03, 2015 8:52 am
- Forum: NESdev
- Topic: Status Bar + palette swap
- Replies: 34
- Views: 13624
Re: Status Bar + palette swap
I'd be interested in seeing it.glutock wrote:If someone is interested, I can post the source code
- Sun Aug 30, 2015 8:23 am
- Forum: NESdev
- Topic: Metatiles appearing differently in emulators and on hardware
- Replies: 7
- Views: 2536
Re: Metatiles appearing differently in emulators and on hard
I think the second most common cause is trying to send data to the PPU (i.e. $2007 or OAM DMA) outside of the vblank window. All I've done is bulk drawing so far. When it comes to strange compatibility issues, using uninitialized RAM is the most common cause. Turns out it was, not the RAM, but the ...