Search found 20 matches
- Thu Apr 28, 2016 2:33 pm
- Forum: NESdev
- Topic: Yet another 6502 reference
- Replies: 6
- Views: 2679
Re: Yet another 6502 reference
Great suggestions! I added filter buttons at the top for the status flags. I also added print styles if someone wanted to print it for some reason...
- Thu Apr 28, 2016 12:22 pm
- Forum: NESdev
- Topic: Yet another 6502 reference
- Replies: 6
- Views: 2679
Yet another 6502 reference
I've used several 6502 references over the past few months and haven't been happy with any of them. I wanted a reference that looks good on a mobile device and also focus on status flags rather than cycle counts/bytes. Here is what I came up with and maybe it will help someone else. You can expand e...
- Thu Mar 10, 2016 1:44 pm
- Forum: NESdev
- Topic: LotusText - easier text input on the NES
- Replies: 9
- Views: 2702
Re: LotusText - easier text input on the NES
I like the idea but I feel like this is much more complex than the lotus keyboard. Valve's design was clear because the letters had colors that matched the buttons on the controller. At first glance, it reminded me of older phone keyboards where you had to press a button multiple times to key a lett...
- Thu Mar 03, 2016 4:07 pm
- Forum: Reproduction
- Topic: wiring UOROM
- Replies: 4
- Views: 6157
Re: wiring UOROM
I don't think anyone is going to help you make a Battle Kid reproduction. It's against the first rule of this board.
- Fri Feb 26, 2016 7:59 am
- Forum: NESdev
- Topic: Collision question
- Replies: 9
- Views: 3220
Re: Collision question
If I had to guess, I'd say that Castlevania's collision routine only checks for Simon's feet. If he is under a block there isn't any collision because the feet only intersect with the bottom 8 pixels. It still works when colliding with tall walls because the feet would hit the side of the wall and s...
- Thu Feb 25, 2016 12:41 pm
- Forum: NESdev
- Topic: Screenspace and tracking locations and stuff
- Replies: 17
- Views: 4805
Re: Screenspace and locations and stuff
I thought I'd chime in with a visual representation. This is assuming your object is 16x16, which is made up of 4 sprites. The main difference is the location of your origin point. position.png As tokumaru stated, it is useful to choose one that fits the game you are developing. The bottom center or...
- Wed Feb 24, 2016 1:55 pm
- Forum: NESdev
- Topic: Unused labels in CA65?
- Replies: 4
- Views: 1830
Re: Unused labels in CA65?
Nifty! I may have to incorporate this into my build process.
Thanks!
Thanks!
- Wed Feb 24, 2016 12:04 pm
- Forum: NESdev
- Topic: Unused labels in CA65?
- Replies: 4
- Views: 1830
Unused labels in CA65?
Is there a way to find labels that are not used in CA65? I'm trying to find code that may not be used, like dead code elimination in higher level languages. This would also help find ram storage that isn't being used.
- Sat Feb 20, 2016 11:51 am
- Forum: General Stuff
- Topic: Adapting a point-and-click adventure game to NES
- Replies: 17
- Views: 4454
Re: Adapting a point-and-click adventure game to NES
I think Telltale Games has done a great job making more recent adventure games for consoles. They have a pretty heavy emphasis on dialogue instead of puzzles though. You control the characters instead of a cursor and interact with a "use" button. The "use" command might have vari...
- Sat Feb 20, 2016 11:41 am
- Forum: General Stuff
- Topic: science fiction
- Replies: 16
- Views: 5334
Re: science fiction
I love the Silo series by Hugh Howey (Wool, Shift, and Dust). It's about a group of people who have been living in an underground silo after nuclear fallout. The writing is fantastic. The Nexus series by Ramez Naam is a good read for programmers. I've only read the first book so far. The Martian was...
- Thu Feb 11, 2016 9:36 am
- Forum: NESdev
- Topic: NES Programming Blog
- Replies: 101
- Views: 56696
Re: NES Programming Blog
Very nice tutorials! I didn't even realize C was an option for NES programming.
You might want to consider adding a slight background to the code examples so it's easier to tell what is code instead of explanation. Otherwise, great stuff!
You might want to consider adding a slight background to the code examples so it's easier to tell what is code instead of explanation. Otherwise, great stuff!
- Wed Feb 10, 2016 10:08 pm
- Forum: NES Graphics
- Topic: Feedback Request: Super Mario Hack
- Replies: 17
- Views: 8947
Re: Feedback Request: Super Mario Hack
Made several improvements to the library tileset and working on enemies. Hopefully the varied bookshelf heights and lighting will be enough to create interesting levels. Instead of sliding down a flag my plan is to collide with a hovering book sprite to signify the end of a level/chapter. I'm obviou...
- Tue Feb 09, 2016 12:44 pm
- Forum: NES Graphics
- Topic: Feedback Request: Super Mario Hack
- Replies: 17
- Views: 8947
Re: Feedback Request: Super Mario Hack
Duly noted. Thanks!
- Tue Feb 09, 2016 12:30 pm
- Forum: NES Graphics
- Topic: Feedback Request: Super Mario Hack
- Replies: 17
- Views: 8947
Re: Feedback Request: Super Mario Hack
The colors were randomly chosen by a programmer without color sense. Feel free to dash it to pieces. :D library.png If I use the background color in the carpet it frees me up to use purple for the chairs/windows. More objectively, consider the size of the door and chairs vs. the bookshelves. How lar...
- Tue Feb 09, 2016 12:05 pm
- Forum: NES Graphics
- Topic: Feedback Request: Super Mario Hack
- Replies: 17
- Views: 8947
Re: Feedback Request: Super Mario Hack
Is it better if the carpet is brown orange and the windows/chairs are blue?