Search found 139 matches

by tschak909
Sun Jul 16, 2017 10:52 pm
Forum: Homebrew Projects
Topic: WIP: Wizard of Wor
Replies: 165
Views: 78917

Re: WIP: Wizard of Wor

So basically, I need to do the following sets of updates: Scores: 28 tiles (two horiz rows of 7 tiles x 2) teleports: 6 tiles (two vert rows of 3) doors: 14 tiles (one set of two rows of 3 tiles, for the left, one set of two rows of 4 tiles for the right) (horizontal) countdown: 4 tiles (2 sets of 2...
by tschak909
Sun Jul 16, 2017 10:35 pm
Forum: Homebrew Projects
Topic: WIP: Wizard of Wor
Replies: 165
Views: 78917

Re: WIP: Wizard of Wor

Yup, looks like that's the problem. The question I have is, is it safe to call set_vram_update(); when the PPU is on? I need to literally update different areas of the screen, depending on different events, score change, worrior doors opening, teleport happening, etc. If I can't call set_vram_update...
by tschak909
Sun Jul 16, 2017 8:58 pm
Forum: Homebrew Projects
Topic: WIP: Wizard of Wor
Replies: 165
Views: 78917

Re: WIP: Wizard of Wor

Not at all. :) But I do have an interesting head scratcher... I'm constructing an update buffer for set_vram_update(), and thus far, it has been going swimmingly well, except the very last update directive (a vertical update at y=29), is causing a little flotsam of the same tile elsewhere on the scr...
by tschak909
Sun Jul 16, 2017 7:47 pm
Forum: Homebrew Projects
Topic: WIP: Wizard of Wor
Replies: 165
Views: 78917

Re: WIP: Wizard of Wor

sigh. ... :)

(a) you missed my point on the disclaimer, but that's ok.

(b) I'm using blargg's filters in FCEUX. I'm just curious as to how the result frames on a tube.

-Thom
by tschak909
Sun Jul 16, 2017 1:41 pm
Forum: Homebrew Projects
Topic: WIP: Wizard of Wor
Replies: 165
Views: 78917

Re: WIP: Wizard of Wor

Can somebody with an NTSC NES and a CRT monitor/tv please send pics of the three screens in this attached test ROM? am curious.

-Thom
wow_screentest.nes
(24.02 KiB) Downloaded 219 times
by tschak909
Sun Jul 16, 2017 12:27 am
Forum: Homebrew Projects
Topic: WIP: Wizard of Wor
Replies: 165
Views: 78917

Re: WIP: Wizard of Wor

I have placed the following disclaimer in my code: /************************************************** * DISCLAIMER: This is not clean C code. It will * * Never be clean C code. Everything here is done * * So that the result will either work, or fit * * inside an NES, being that C was never an ideal...
by tschak909
Sat Jul 15, 2017 4:47 pm
Forum: Homebrew Projects
Topic: WIP: Wizard of Wor
Replies: 165
Views: 78917

Re: WIP: Wizard of Wor

I did consider storing only half of the data, but I liked the flexibility of storing everything.

Right now, am doing little experiments on sprite updating and vram updating (score etc). Things will slow down for a bit while I get the hang of the hardware.

-Thom
by tschak909
Thu Jul 13, 2017 10:03 pm
Forum: Homebrew Projects
Topic: WIP: Wizard of Wor
Replies: 165
Views: 78917

Re: WIP: Wizard of Wor

I'm curious, how do you guys writing games in C keep score? WoW has a score max of 7 digits. which can't really be put nicely into a 16-bit quantity, but works well in a 24 or a 32 bit quantity..am curious if taking this pedestrian route is what's best here, or if somebody knows a more space efficie...
by tschak909
Thu Jul 13, 2017 5:09 pm
Forum: Homebrew Projects
Topic: WIP: Wizard of Wor
Replies: 165
Views: 78917

Re: WIP: Wizard of Wor

Thanks, but am using a special format here... One byte = a set of 9 tiles (a box) and any special functions it may have (4 of them) I'll just whip something up.

p.s. First dungeon drawn, and placed a few sprites in to double check sizing and proportion!

Image

-Thom
by tschak909
Thu Jul 13, 2017 4:09 pm
Forum: Homebrew Projects
Topic: WIP: Wizard of Wor
Replies: 165
Views: 78917

Re: WIP: Wizard of Wor

Okay, several hours of laying out a dungeon, and I'm ready to write a clicky editor.

Anyone got a suggestion on what to use to whip one up for Windows? ;)

-Thom
by tschak909
Thu Jul 13, 2017 9:22 am
Forum: Homebrew Projects
Topic: WIP: Wizard of Wor
Replies: 165
Views: 78917

Re: WIP: Wizard of Wor

All valid points, indeed. I will go through and refine the algorithm as I can. A note, I am not familiar with CC65 internals. To be blunt, the common wisdom BITD was that the 6502 COULDN'T do a decent C without EMULATING ANOTHER PROCESSOR (p-system, and most 6502 C's that I used literally modelled a...
by tschak909
Thu Jul 13, 2017 12:54 am
Forum: Homebrew Projects
Topic: WIP: Wizard of Wor
Replies: 165
Views: 78917

Re: WIP: Wizard of Wor

Took a first crack at the dungeon rendering code, which renders from an array of data in the following format ULDR TSWX ------------- 0000 0000 Where ULDR is Up, Down Left, Right which sides of the box are to be open, T indicates a teleport wall, S is an enemy spawn point, and W is a Wizard spawn po...
by tschak909
Wed Jul 12, 2017 12:19 am
Forum: Homebrew Projects
Topic: WIP: Wizard of Wor
Replies: 165
Views: 78917

Re: WIP: Wizard of Wor

Well gosh, that was easy. vram_adr(NAMETABLE_A); vram_unrle(wow_dungeon); pal_bg(palette); pal_spr(palette); vram_adr(NTADR_A(0,0)); for (i=0;i<6;++i) { for (j=0;j<10;++j) { vram_adr(NTADR_A((j*3)+1,(i*3)+1)); vram_put(0x74); vram_put(0x63); vram_put(0x75); vram_adr(NTADR_A((j*3)+1,(i*3)+2)); vram_p...
by tschak909
Tue Jul 11, 2017 11:38 pm
Forum: Homebrew Projects
Topic: WIP: Wizard of Wor
Replies: 165
Views: 78917

Re: WIP: Wizard of Wor

Currently giving myself a crash course in vram_set_update() and the different update vram functions in neslib..goal is to re-draw the dungeon in code, and work out a reasonably quick and compact data structure for the dungeon...now that I have a reasonably good idea of how the tiles in the nametable...
by tschak909
Tue Jul 11, 2017 8:51 pm
Forum: Homebrew Projects
Topic: WIP: Wizard of Wor
Replies: 165
Views: 78917

Re: WIP: Wizard of Wor

Myask wrote:well, 10x6 isn't going to be the same as 11x6…
I see no way to get 11x6 without squishing the sprites. Which.. given my background in research... I'll do... I won't promise I won't be griping all the way through it, but hey... :)

-Thom