Search found 186 matches

by Sogona
Fri Feb 26, 2016 6:08 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?

That's not right. You shouldn't just "undo" the whole movement, because part of it was valid, only the amount that went into the ground has to be undone. Hmmm...how would I go about calculating this? As a first project, I know I'm not gonna attempt slopes, so I think it's safe to assume t...
by Sogona
Thu Feb 25, 2016 4:37 pm
Forum: NESdev
Topic: Can somebody show me code for jumping/velocity?
Replies: 27
Views: 9991

Re: Can somebody show me code for jumping/velocity?

Bumping this because it's already here. It seems like a lot of platform games have the object hotspots at the bottom center to make it easier to land against the ground, but I've already designed my object system around having the hotspot in the top-left corner, and would have to re-write it, so I'd...
by Sogona
Thu Feb 25, 2016 5:00 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

Okay, so if I have a switchable bank dedicated to object AI and data, another switchable bank with all the map data for Area 1, and then my collision reading routine in the fixed bank, how would I go about this? 1. In object bank 2. Save the X and Y of where the collision takes place as temporary pa...
by Sogona
Wed Feb 24, 2016 4:48 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

Okay, that makes sense. For whatever reason I couldn't get it to work before, but it's working fine now. Thanks, Tepples.
by Sogona
Wed Feb 24, 2016 2:54 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

The Programming UNROM article on the wiki is kinda confusing. It says you need to write to $8000 to switch banks, but in the example it looks like it's writing to $C000
by Sogona
Wed Feb 24, 2016 12:39 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

Coming back to this. I still don't feel like I've fully grasped how bank switching is properly done, but here's an idea for a ROM map I came up with: Fixed Bank: Main skeleton; NMI handler, reset stub, main loop trampoline Bankswitching routines Camera routines Music engine routines Object system ro...
by Sogona
Tue Feb 23, 2016 3:00 pm
Forum: NESdev
Topic: You know you've been coding too much when...
Replies: 37
Views: 7726

Re: You know you've been coding too much when...

Speaking of languages, the other day I for whatever reason started thinking about how programming languages would relate to actual languages. Here's my totally unbiased list. Java - Spanish C++ - English C - Latin Assembly - Chinese Python - Esperanto C# - French Lisp - Russian Fortran - German
by Sogona
Tue Feb 23, 2016 1:20 pm
Forum: NESdev
Topic: You know you've been coding too much when...
Replies: 37
Views: 7726

Re: You know you've been coding too much when...

Even though in programming languages the exclamation mark comes at the beginning, not the end? Maybe he's spanish. In spanish there is a reverse exclamation mark at the begining, and a normal exclamation point at the end. I took Spanish my Freshman and Sophomore year, and have now forgotten pretty ...
by Sogona
Mon Feb 22, 2016 7:56 pm
Forum: NESdev
Topic: You know you've been coding too much when...
Replies: 37
Views: 7726

Re: You know you've been coding too much when...

Sik wrote:Even though in programming languages the exclamation mark comes at the beginning, not the end?
Precisely
by Sogona
Mon Feb 22, 2016 7:20 pm
Forum: NESdev
Topic: You know you've been coding too much when...
Replies: 37
Views: 7726

Re: You know you've been coding too much when...

Reading an exclamatory sentence and thinking the exclamation mark means the sentence is negated.
by Sogona
Mon Feb 22, 2016 2:56 pm
Forum: NESdev
Topic: Sprite cycling for objects processed in a constant order
Replies: 9
Views: 2448

Re: Sprite cycling for objects processed in a constant order

- no way to reserve sprite 0 for raster effects; Is there really not a way to just advance another prime number when you get to 0? Haven't tested, but something simple like lda oam_index clc adc #76 ;76 / 4 = 19 bne SkipSprite0 adc #76 SkipSprite0: sta oam_index wouldn't work?
by Sogona
Wed Feb 17, 2016 7:58 pm
Forum: Newbie Help Center
Topic: Having Another Jab at a Camera System
Replies: 36
Views: 7129

Re: Having Another Jab at a Camera System

Thank you all so much for your help, I really do appreciate it. The engine's certainly come a long way from what it originally was. :wink: I've gotten background collision detection to work with scrolling, but I decided "screw it" and made it so that objects can only have a maximum hitbox ...
by Sogona
Mon Feb 15, 2016 5:09 pm
Forum: General Stuff
Topic: Lent has begun
Replies: 7
Views: 4222

Re: Lent has begun

darryl.revok wrote:I was raised Catholic, and as a result, whenever I watch Star Wars and hear, "May the Force be with you." I always expect the response, "...and also with you."
And to think I was the only one
by Sogona
Mon Feb 15, 2016 12:42 am
Forum: Newbie Help Center
Topic: Having Another Jab at a Camera System
Replies: 36
Views: 7129

Re: Having Another Jab at a Camera System

I guess this means I'll have yo get rid of my RLE format :|
by Sogona
Sun Feb 14, 2016 9:43 pm
Forum: Newbie Help Center
Topic: Having Another Jab at a Camera System
Replies: 36
Views: 7129

Re: Having Another Jab at a Camera System

After a bit of headache, I've gotten objects to spawn and be deactivated pretty nicely. Right now I have it so that there can be 8 objects that are active at a time, not counting the player, or things that are made by other objects (For instance, projectiles.) For now I've just kept things simple an...