Search found 512 matches
- Thu Aug 06, 2015 3:04 pm
- Forum: NES Graphics
- Topic: First Sprite Designs - Opinions?
- Replies: 131
- Views: 44092
Re: First Sprite Designs - Opinions?
Is there a good reference around for coding for the MMC3? I found a simple tutorial for the MMC1 on the wiki and I'm trying to gain an understanding of it. So, I see the instructions to perform these commands, but I don't get why: lda #$0E ; vertical mirroring, fixed $C000, 8 KB CHR pages sta $8000 ...
- Tue Aug 04, 2015 12:05 pm
- Forum: Newbie Help Center
- Topic: Game entity management
- Replies: 35
- Views: 10692
Re: Game entity management
I also wanted to say that I'm pretty sure everything you mentioned in the first line about arrays and pointers isn't too hard to do on the NES. I'm not experienced with C so I have to guess a little as to what you mean, but I think it's stuff I've already done in 6502, and I just started. Arrays are...
- Tue Aug 04, 2015 11:48 am
- Forum: Newbie Help Center
- Topic: Game entity management
- Replies: 35
- Views: 10692
Re: Game entity management
Someone with more experience could give you a better idea of what sort of console would suit you. If you did do a 2D NES minecraft, the first thing that came to mind is that it would probably be easy to have a lot of blocks on the screen if you only process them as sprites when moving, and set it up...
- Tue Aug 04, 2015 10:35 am
- Forum: Newbie Help Center
- Topic: Game entity management
- Replies: 35
- Views: 10692
Re: Game entity management
I'm pretty new here myself but I think I might be able to help a little: Your interrupts are when you want to use the stack. Like on NMI. Push your registers onto the stack at the beginning of NMI, and then pull them off at the very end. Then you'll always have the exact same register values when yo...
- Tue Aug 04, 2015 9:36 am
- Forum: NES Graphics
- Topic: Attemping to create Irem-esque artwork. Does it look good?
- Replies: 17
- Views: 9457
Re: Attemping to create Irem-esque artwork. Does it look goo
I THINK it's a big DC motor. This are electric. General Electric, in fact!
- Tue Aug 04, 2015 9:20 am
- Forum: General Stuff
- Topic: Mascot? (Leonid NESDev)
- Replies: 8
- Views: 3000
Re: Mascot? (Leonid NESDev)
I vote for the late Air Chief Marshall Fu Fu of Thailand.
I'm not making this up. I wouldn't dare to invent this.
I'm not making this up. I wouldn't dare to invent this.
- Tue Aug 04, 2015 9:08 am
- Forum: NES Graphics
- Topic: Attemping to create Irem-esque artwork. Does it look good?
- Replies: 17
- Views: 9457
Re: Attemping to create Irem-esque artwork. Does it look goo
I think you're doing it backwards. Unless you already have a person drawn that you didn't upload, I would start with designing the person first. How else will you know where the arms connect? If this is the FIRST thing you draw, you'll have to scale everything else in the game to your gun. Seems bac...
- Mon Aug 03, 2015 5:46 am
- Forum: Newbie Help Center
- Topic: First NES Project
- Replies: 9
- Views: 3652
Re: First NES Project
I think I fixed it! Most of the problem was due to the fact that I had my data entered incorrectly with two end of frame tags in a row. I'm going to upload an updated version and see if I can get anyone's opinion on whether or not this animation code is any good and whether or not it's worth buildin...
- Mon Aug 03, 2015 4:58 am
- Forum: Newbie Help Center
- Topic: First NES Project
- Replies: 9
- Views: 3652
Re: First NES Project
152 Branched to "ReadyForFrame" instead of "ReadyForStandFrame". Fixing this removed the bug allowing her to turn in stand state. She also now reverts to facing right when going back to stand as she should. "ReadyForFrame" is a label for the walk animation, but since it...
- Sun Aug 02, 2015 8:39 pm
- Forum: Newbie Help Center
- Topic: First NES Project
- Replies: 9
- Views: 3652
Re: First NES Project
Okay, here it is. This is my very first project for NES. It was actually working pretty well, up until not too long ago, I was adding features and somewhere along the way it started to mess up. Okay, the main thing I was aiming to do was set up a system for Metasprites. Right now it's set up so that...
- Sun Aug 02, 2015 6:35 pm
- Forum: Newbie Help Center
- Topic: First NES Project
- Replies: 9
- Views: 3652
First NES Project
Hello everyone! This weekend I finally took the leap and installed Windows and got to coding. I wanted to try to do a simple project this weekend with some metasprites, animations, and maybe a little controls. For the most part I succeeded at what I was doing but started having a few bugs at the end...
- Sun Aug 02, 2015 9:44 am
- Forum: NES Graphics
- Topic: First Sprite Designs - Opinions?
- Replies: 131
- Views: 44092
Re: First Sprite Designs - Opinions?
Say you do like SMB2 and SMB3, both of which use the MMC3 with CHR ROM, and bankswitch the player's tiles at PPU $1000-$13FF. You can do one of three things, one of which does reduce enemies' animation speed: Bankswitch each of three enemies' tiles into $1400-$17FF, $1800-$1BFF, and $1C00-$1FFF. Th...
- Sun Aug 02, 2015 5:58 am
- Forum: NES Graphics
- Topic: First Sprite Designs - Opinions?
- Replies: 131
- Views: 44092
Re: First Sprite Designs - Opinions?
I'll definitely try tweaking the attack speeds. On the stronger attacks, I actually want them to be slower. It's the trade-off of using a more powerful attack. Kind of like the smash moves in smash bros. I may actually redo a lot of the animations. When I did some of the first ones, especially the a...
- Fri Jul 31, 2015 7:00 pm
- Forum: Homebrew Projects
- Topic: Ngin (my NES game engine)
- Replies: 34
- Views: 19830
Re: Ngin (my NES game engine)
I think this sort of thing is exactly what the NES community needs; a tool to make the development of new games for the console actually practical.
I'd like to help if there's anything I can do.
I'd like to help if there's anything I can do.
- Fri Jul 31, 2015 5:47 pm
- Forum: NES Graphics
- Topic: First Sprite Designs - Opinions?
- Replies: 131
- Views: 44092
Re: First Sprite Designs - Opinions?
I'm being given the impression that the GIFs are misleading since most likely they aren't animating at the intended speed (I bet those attacks are meant to be much faster, but look awful at the speed shown here). Any browsers that's I've seen them on seem to play the intended speed, 1/10th of a sec...