Search found 139 matches
- 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...
- 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...
- 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...
- 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
(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
- 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
-Thom
- 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...
- 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
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
- 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...
- 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!

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

-Thom
- 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
Anyone got a suggestion on what to use to whip one up for Windows?
-Thom
- 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...
- 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...
- 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...
- 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...
- Tue Jul 11, 2017 8:51 pm
- Forum: Homebrew Projects
- Topic: WIP: Wizard of Wor
- Replies: 165
- Views: 78917
Re: WIP: Wizard of Wor
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...Myask wrote:well, 10x6 isn't going to be the same as 11x6…
-Thom