Search found 12 matches

by Axi0maT
Thu Mar 31, 2016 1:30 am
Forum: Homebrew Projects
Topic: The Wizard - Story Unknown
Replies: 7
Views: 5673

Re: The Wizard - Story Unknown

Ryoga wrote:Anyone could leave the link to the rom and manual? The link of the first post does not work correctly.
Thx for info. I fix link. Now work correctly.

PS: Working is still in progress. New version probably release in April 2016 :)
by Axi0maT
Thu Oct 22, 2015 11:03 pm
Forum: Homebrew Projects
Topic: The Wizard - Story Unknown
Replies: 7
Views: 5673

Re: The Wizard - Story Unknown

Hmm. I recognize those sprites. Yeah hero is like as this from Fire n' Ice (it was modeled on this - is very similar but this is not a rip). Graphics will be changed in many aspects in future - hero probably also. As i write - this is not final version. This version was develop by one person (only ...
by Axi0maT
Thu Oct 22, 2015 1:32 pm
Forum: Homebrew Projects
Topic: The Wizard - Story Unknown
Replies: 7
Views: 5673

The Wizard - Story Unknown

Hi all, Here is the game for NES: The Wizard - Story Unknown. The game won first place in RETROKOMP GAMEDEV COMPETITION 2015 in Gdansk (Poland) ( http://retrokomp.org ). Game is tribute for classic platformers from 80 years: no continue, no passwords, no renewal of life in the style of Call of Duty,...
by Axi0maT
Wed Oct 14, 2015 2:29 pm
Forum: Newbie Help Center
Topic: Join music to game-problem with Memory overflow in DMC(cc65)
Replies: 7
Views: 2501

Re: Join music to game-problem with Memory overflow in DMC(c

Yeah.... it's correct, but in this case I must sub some memory in PRG, right? From PRG: start = $8000, size = $7fc0, file = %O ,fill = yes, define = yes; to: #PRG: start = $8000, size = $7440, file = %O ,fill = yes, define = yes; Now I have not enought memory in PRG (2723 bytes more needed). This is...
by Axi0maT
Wed Oct 14, 2015 2:03 pm
Forum: Newbie Help Center
Topic: Join music to game-problem with Memory overflow in DMC(cc65)
Replies: 7
Views: 2501

Join music to game-problem with Memory overflow in DMC(cc65)

I have already finished the game for NES, but at last try join some music. I can leave this version without music but I think that make game feel much better whit song... Well some composer ceate song for me and I now must combine it all together. I use CC65 with Shiru lib. In crt0.s I have: ..........
by Axi0maT
Sun Oct 04, 2015 11:18 pm
Forum: Newbie Help Center
Topic: How change pallete of one part in nametable [C+Shiru neslib]
Replies: 10
Views: 3368

Re: How change pallete of one part in nametable [C+Shiru nes

So, after reading this, I think the code to update a single byte in the next vblank would look something like: unsigned char update_buffer[5]; attribute_address = 0x23F3; // PPU address of byte to write attribute_value = 0x35; // actual value of byte to write // create VRAM update buffer for neslib...
by Axi0maT
Fri Oct 02, 2015 10:42 pm
Forum: Newbie Help Center
Topic: How change pallete of one part in nametable [C+Shiru neslib]
Replies: 10
Views: 3368

Re: How change pallete of one part in nametable [C+Shiru nes

Thanks for reply, but maybe I was bad clarify the problem My problem is not what (what change) and where (where change)... but HOW? Probably because I assume that however well I calculate values and address. So again :) This time maybe with numbers. Maybe this Wiki article can help: http://wiki.nesd...
by Axi0maT
Thu Oct 01, 2015 12:10 pm
Forum: Newbie Help Center
Topic: How change pallete of one part in nametable [C+Shiru neslib]
Replies: 10
Views: 3368

How change pallete of one part in nametable [C+Shiru neslib]

Hi I have question as in Subject - how change pallette of one part (2x2 tile) in Nametable? my example: In selected part of nametable I have set palette at number 1 on background: http://www.retroage.net/images/download/axi0mat/screen_01.png Later in game I want shot&destroy a block and remove h...
by Axi0maT
Mon Sep 14, 2015 10:27 pm
Forum: Newbie Help Center
Topic: Problem with put/update char on background [c+Shiru neslib]
Replies: 8
Views: 2906

Re: Problem with put/update char on background [c+Shiru nesl

Happy to see it's working. Maybe you could post a screen shot when your game is more complete. Yeah, of course. The game is being developing for the contest at RetroKomp 2015 (Gdansk, Poland 16-18.10.2015), and after that game will be available for free. At this moment I have powerfull engine (for ...
by Axi0maT
Mon Sep 14, 2015 12:21 pm
Forum: Newbie Help Center
Topic: Problem with put/update char on background [c+Shiru neslib]
Replies: 8
Views: 2906

Re: Problem with put/update char on background [c+Shiru nesl

Ok, now work great. Suggestion of dougeff was correct - I try init all arrays on every time and push values to memory in at the wrong time. This must by set once only on start: memcpy(list,list_init,sizeof(list_init)); set_vram_update(list); then later only list_update must be changed list[0]=MSB(NT...
by Axi0maT
Sun Sep 13, 2015 11:25 am
Forum: Newbie Help Center
Topic: Problem with put/update char on background [c+Shiru neslib]
Replies: 8
Views: 2906

Re: Problem with put/update char on background [c+Shiru nesl

(Flickering) Probably a timing issue. You can only update the PPU during V-blank, otherwise it will mess up the screen. Well, I have this function and when I use him then screen flicking: void put_str(unsigned int adr,const char *str) { vram_adr(adr); while(1) { if(!*str) break; vram_put((*str++)-0...
by Axi0maT
Sun Sep 13, 2015 10:39 am
Forum: Newbie Help Center
Topic: Problem with put/update char on background [c+Shiru neslib]
Replies: 8
Views: 2906

Problem with put/update char on background [c+Shiru neslib]

Hi all (At the begining sorry for ma fatal English but foreign languages are not my strong side.) I finishing engine core for my first game and have one problem with update screen (background) - to put one char without flicking. I use cc65 with Shiru neslib. In example Shiru - game Chase this elemen...