Search found 186 matches

by Sogona
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...
by Sogona
Thu Sep 17, 2015 7:29 pm
Forum: NES Music
Topic: Vibrato
Replies: 7
Views: 4994

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.
by Sogona
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.
by Sogona
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...
by Sogona
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.
by Sogona
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 ...
by Sogona
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...
by Sogona
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 :)
by Sogona
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

Code: Select all

  LDA  $0203
  CLC
  ADC #$01
  STA $0203
Instead of just INCing $0203? The only reason I ask is because I see you DECing $0203.
by Sogona
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?
by Sogona
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, ...
by Sogona
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?
by Sogona
Thu Sep 03, 2015 8:52 am
Forum: NESdev
Topic: Status Bar + palette swap
Replies: 34
Views: 13624

Re: Status Bar + palette swap

glutock wrote:If someone is interested, I can post the source code
I'd be interested in seeing it.
by Sogona
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 ...