Search found 186 matches
- Sat Aug 29, 2015 9:08 pm
- Forum: NESdev
- Topic: Metatiles appearing differently in emulators and on hardware
- Replies: 7
- Views: 2536
Re: Metatiles appearing differently in emulators and on hard
Shit, okay. I'll look it over tomorrow.
- Sat Aug 29, 2015 8:51 pm
- Forum: NESdev
- Topic: Metatiles appearing differently in emulators and on hardware
- Replies: 7
- Views: 2536
Metatiles appearing differently in emulators and on hardware
As an exercise, I've been trying to make a 15 slider puzzle ( One of these ). It looks fine in FCEUX, the metatiles won't display at all in Nestopia, and for whatever reason on the Powerpak, only the first row won't display. Emulators: sdfsdf.png Powerpak: 20150829_225215.jpg I'm aware that there ca...
- Thu Aug 27, 2015 7:29 pm
- Forum: Newbie Help Center
- Topic: What is the Processor Status, and why is it important?
- Replies: 12
- Views: 4197
Re: What is the Processor Status, and why is it important?
Was that at the beginning and the end of the NMI or in the middle of some calculation performed within the NMI? It's perfectly normal to temporarily save the status flags during calculations if you want to delay a decision for whatever reason, but like thefox said, backing up and restoring the stat...
- Thu Aug 27, 2015 6:04 pm
- Forum: Newbie Help Center
- Topic: What is the Processor Status, and why is it important?
- Replies: 12
- Views: 4197
What is the Processor Status, and why is it important?
I've been looking at the source code of a couple games and noticed that a few of them push and pull the processor status onto and from the stack during NMI. Why exactly is this done? What's the reason for some games doing this while others not? And moreso, what is the processor status used for?
- Tue Aug 25, 2015 7:26 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
I always thought it was cool how in Konami's Noah's Ark the water rises and falls in the foreground while the background remains independent. Was this just a raster effect, or did they just move the sprite0 up and down and change all the palette colors in the background when it got hit?
- Sun Aug 09, 2015 7:49 pm
- Forum: NESemdev
- Topic: What's the MOST advanced mapper out there?
- Replies: 17
- Views: 4779
Re: What's the MOST advanced mapper out there?
This isnt really related to mappers in the sense that it can't be changed, but how much more would it have cost them to make the PPU able to display more sprites on a scanline?
- Sat Aug 08, 2015 11:17 pm
- Forum: General Stuff
- Topic: Simple x86 Code: Does This Look Good?
- Replies: 135
- Views: 23196
Re: Simple x86 Code: Does This Look Good?
and now on a semi-completely unrelated note, seeing this: start: mov XDirection, 0x0001 mov YDirection, 0x0001 mov XPosition, 0x0000 mov YPosition, 0x0000 reminded me of something I've been wondering for a while. why does 0x denote a hexadecimal value? or is it used to denote a hexadecimal address?
- Sat Aug 08, 2015 5:30 pm
- Forum: General Stuff
- Topic: High score games with an end
- Replies: 80
- Views: 8644
Re: High score games with an end
Wait a minute, does Xevious have an ending?
- Sat Aug 08, 2015 4:02 pm
- Forum: General Stuff
- Topic: High score games with an end
- Replies: 80
- Views: 8644
Re: High score games with an end
I guess there's Barbie.dougeff wrote:Hey, speaking of a game list with a surprisingly small subset...can anyone think of an NES (or Famicom) game with a female protagonist? And RPGs don't count because they generally have a large number of heroes.
I can only think of SMB2, Athena, and Metroid.
- Sat Aug 08, 2015 1:56 pm
- Forum: NESdev
- Topic: Attempt 1 at an object system
- Replies: 1
- Views: 1506
Attempt 1 at an object system
I've been working on making an object system that can work with what I have in mind for a game engine. 6 sprites are reserved for the player (2x3 sprites) 3 sprites are reserved for the player's weapon (Which hasn't been implemented yet) Right now I've made it so that there can be at most 3 2x2 spri...
- Wed Aug 05, 2015 7:46 pm
- Forum: General Stuff
- Topic: Simple x86 Code: Does This Look Good?
- Replies: 135
- Views: 23196
Re: Simple x86 Code: Does This Look Good?
Do you need any help trying to get started, or information about the M92? I'm sure you could read through the pages if you're that interested. I've taken a little break, but I'll get back to it at some point. I have a dumb school summer project that I've been working on, and that's taken up a lot o...
- Wed Aug 05, 2015 7:29 pm
- Forum: General Stuff
- Topic: Simple x86 Code: Does This Look Good?
- Replies: 135
- Views: 23196
Re: Simple x86 Code: Does This Look Good?
He got interested in development for an arcade machine by a roller coaster video game? Have you ever played it? It's amazing. If you like SimCity I guarantee you'll enjoy it He got interested in development for an arcade machine by a roller coaster video game? It got me interested in x86 in general...
- Wed Aug 05, 2015 5:07 pm
- Forum: General Stuff
- Topic: Simple x86 Code: Does This Look Good?
- Replies: 135
- Views: 23196
Re: Simple x86 Code: Does This Look Good?
You do now! I got interested when I learned RCT was written in x86 asm though...
- Wed Aug 05, 2015 3:54 pm
- Forum: General Stuff
- Topic: Simple x86 Code: Does This Look Good?
- Replies: 135
- Views: 23196
Re: Simple x86 Code: Does This Look Good?
May I ask you what assembler you're using? I've been interested in learning x86 for a while now. (And I'm also too lazy to look through 8 pages)
- Thu Jul 30, 2015 11:45 pm
- Forum: General Stuff
- Topic: Obscure Room - My new show about obscure retro games
- Replies: 7
- Views: 2385
Re: Obscure Room - My new show about obscure retro games
Oh, and you know what games I'd like to see reviewed...homebrew NES games (hint, hint) Edit - not mine BTW. My games suck. I mean the other games here. Lizard. Mad wizard. Super bat puncher. Thwaite. Dpad Hero. Etc. This would actually be a great idea. Overall I liked the videos. Looking forward to...