Search found 186 matches
- Thu Apr 14, 2016 6:27 pm
- Forum: NESdev
- Topic: Go on the NES - is it feasible?
- Replies: 18
- Views: 7350
Re: Go on the NES - is it feasible?
There were actually nearly 10 Go games released on the Famicom. This is one of them. Don't know about their AI (some of these games probably just replayed famous games instead of having AI of their own) but I think they're limited. You may first take a look to see what could be expected and try to ...
- Thu Apr 14, 2016 12:57 pm
- Forum: NESdev
- Topic: Go on the NES - is it feasible?
- Replies: 18
- Views: 7350
Go on the NES - is it feasible?
I've been looking into Computer Go lately, and thought it would be a fun challenge to try and implement it on the NES. Graphics-wise, this works perfectly because 3 colors - tan, black, and white - can represent the wood of the board, the lines of the board, and the black and white stones. And since...
- Fri Mar 11, 2016 6:18 pm
- Forum: Newbie Help Center
- Topic: Changing background image, palette after the event
- Replies: 6
- Views: 2156
Re: Changing background image, palette after the event
The main loop should come before but yes, everything else should come after NMI since they're all subroutines.
I don't see anything with your nametable code that wouldn't make it work. Where are you putting it now?
I don't see anything with your nametable code that wouldn't make it work. Where are you putting it now?
- Wed Mar 09, 2016 5:01 am
- Forum: Newbie Help Center
- Topic: Changing background image, palette after the event
- Replies: 6
- Views: 2156
Re: Changing background image, palette after the event
Not at a computer currently, but here's off the top of my head how I handle game states. My NMI is currently the same for each state, so I don't have to worry about that. I have 2 variables, gamestate and gamestatold. Each frame, I compare these two variables, and if they're different, I use the new...
- Mon Mar 07, 2016 8:25 pm
- Forum: NES Graphics
- Topic: First time ever trying to do graphics on the NES
- Replies: 25
- Views: 16157
Re: First time ever trying to do graphics on the NES
Part of it is, I want the player to be able to exit the room vertically, but only at certain spots. Rather than having vertical exits have a specific address of where to go like the pipes in SMB (I already have an idea with something like this anyway, only with teleportation platforms. Some are 1-wa...
- Mon Mar 07, 2016 1:57 pm
- Forum: NES Graphics
- Topic: First time ever trying to do graphics on the NES
- Replies: 25
- Views: 16157
Re: First time ever trying to do graphics on the NES
Been working on the clouds a little more. newclouds.png I think they have a little more depth now and look puffier, but they still seem kinda stiff. Any suggestions? I guess too if they're at the top of the screen, the top half won't even be visible, I may keep tweaking them a bit. I also fixed the ...
- Sat Mar 05, 2016 3:52 pm
- Forum: NES Graphics
- Topic: First time ever trying to do graphics on the NES
- Replies: 25
- Views: 16157
Re: First time ever trying to do graphics on the NES
I'm more concerned right now with how the actual tiles/color choices look, than how the level is put together. The levels are really just mockups, but if level design is really that integral to critique on the tileset, I'll make a new map.
- Thu Mar 03, 2016 8:11 pm
- Forum: NES Graphics
- Topic: First time ever trying to do graphics on the NES
- Replies: 25
- Views: 16157
First time ever trying to do graphics on the NES
So this is the first time I've ever actually put any form of effort into making graphics. All I really have that's presentable right now are some maps, and I think they're pretty good, but it seems like a lot more is expected in terms of graphics since the NES's commercial era, so I'd like to hear o...
- Wed Mar 02, 2016 5:14 pm
- Forum: Newbie Help Center
- Topic: Help with NMI and Game Logic
- Replies: 25
- Views: 7563
Re: Help with NMI and Game Logic
Yeah that does make more sense, never really thought much of why it would be like thatm
- Wed Mar 02, 2016 4:12 pm
- Forum: Newbie Help Center
- Topic: Help with NMI and Game Logic
- Replies: 25
- Views: 7563
Re: Help with NMI and Game Logic
You can gan go 129 bytes forward and 126 bytes backward. It should be -127 - 128 but for whatever reason the people who designed the 6502 fucked up with the microcode. I believe this is also responsible why the address pushed onto the stack when jumping to a subroutine is off by 1.
- Tue Mar 01, 2016 7:30 pm
- Forum: NESdev
- Topic: Beginner question
- Replies: 45
- Views: 11645
Re: Beginner question
I'll leave the memory map questions to others (not hard to explain, just don't have the energy), and I'll answer this one: 3. I diassambled the battle city, and i see this insruction: 01: $874A LDA #$35 @ $879B (just illustration!) 00:876B:20 DD D6 JSR $D6DD 00:876E:AE 09 01 LDX $0109 = #$00 00:877...
- Sun Feb 28, 2016 10:56 am
- Forum: Newbie Help Center
- Topic: Help with NMI and Game Logic
- Replies: 25
- Views: 7563
Re: Help with NMI and Game Logic
Second, where exactly does the stack store its information? Is defining a stack pointer necessary? The stack is at $0100-$01FF. You can technically write to it normally using sta $0100 , and this is actually done often because there's hardly a chance you're ever going to be deep in 256 subroutines,...
- Sun Feb 28, 2016 7:27 am
- Forum: Newbie Help Center
- Topic: Help with NMI and Game Logic
- Replies: 25
- Views: 7563
Re: Help with NMI and Game Logic
The first thing that immediately sticks out to me is that you aren't backing up your registers in your NMI, so the accumulator is getting clobbered when you return back to your main code. This might not be the problem if your code is so short, but see if this helps: NMI: pha txa pha tya pha ;nmi cod...
- Sat Feb 27, 2016 11:02 pm
- Forum: NESdev
- Topic: NES Programming Blog
- Replies: 101
- Views: 56696
Re: NES Programming Blog
Knowing how to program an object system is fundamental to any platform, including the nes, as was graciously explained to me a while back.Now my question. How do I get sprite disappear from the screen? For example, when shooting touch the box, these two items disappear. How do I delete them?
- Fri Feb 26, 2016 11:48 am
- Forum: NESdev
- Topic: Can somebody show me code for jumping/velocity?
- Replies: 27
- Views: 9991
Re: Can somebody show me code for jumping/velocity?
EjectY = (CollisionY AND $0f) + 1 That works perfectly. :) I'll probably just re-write my jumping code rather than trying to inject subpixels and gravity when falling into it. I'll get back after that. EDIT: This actually wasn't as difficult as I thought it would be. The player can now jump, fall, ...