Search found 172 matches
- Fri Jul 13, 2018 9:59 am
- Forum: NESdev
- Topic: Efficient way to reuse variables
- Replies: 48
- Views: 16947
Re: Efficient way to reuse variables
Oof. That video is kind of hard to watch. Seems like it follows the trap of "Isn't it neat that you can use zero-cost abstractions to write more code than necessary?" I've had too many cases where I found myself writing a lot of code in order to use RAII because it was the "correct&qu...
- Thu Jul 12, 2018 11:24 am
- Forum: NESdev
- Topic: Randomizing block permutations for a color matching game.
- Replies: 7
- Views: 2499
Re: Randomizing block permutations for a color matching game
The bag algorithm seems to be more or less exactly what I've done now. I wrote a script that used Fisher-Yates and concatenated a few permutations. The most noticeable thing is that certain drops are notable (like there is a double red chest drop), and are always followed by the same drop since ther...
- Thu Jul 12, 2018 10:17 am
- Forum: NESdev
- Topic: Little coroutine lib for cc65. (In progress)
- Replies: 3
- Views: 3154
Little coroutine lib for cc65. (In progress)
I recently started working a a little coroutine library for cc65 very similar to the simple API for Lua coroutines. It currently comes in at ~200 bytes of code, and I think the yield/resume cost is reasonable from eyeballing the asm, but I haven't actually done any cycle counting. https://gist.githu...
- Thu Jul 12, 2018 8:33 am
- Forum: NESdev
- Topic: Randomizing block permutations for a color matching game.
- Replies: 7
- Views: 2499
Re: Randomizing block permutations for a color matching game
Oh! I really like that LRU + ring buffer idea, it nicely solves the issue of the selection array not being a power of two. I think that might be exactly what I was looking for, and even solves a couple of the issues with just concatenating a bunch of permutations together.
- Wed Jul 11, 2018 11:58 pm
- Forum: NESdev
- Topic: Randomizing block permutations for a color matching game.
- Replies: 7
- Views: 2499
Randomizing block permutations for a color matching game.
So for some reference, I'm working on a falling block, color matching game. There are 4 colors of chests, and keys that unlock them. http://files.slembcke.net/upshot/upshot_4fWmENCm.png What I want to do is make it so that every N drops there will be an exact count of each color of chests and keys. ...
- Wed Jul 11, 2018 11:11 pm
- Forum: NESdev
- Topic: cc65: Unnecessary code when accessing pointers
- Replies: 22
- Views: 7234
Re: cc65: Unnecessary code when accessing pointers
I'm a bit late to the party, but register variables can be a good solution to the original problem. For instance, this function avoids copying the pointer into a scratch location. You can mark function arguments as register too, and it generates slightly different code. void bar(void){ register u8 *...
- Sat Mar 10, 2018 9:43 am
- Forum: General Stuff
- Topic: and i thought win10 had manners (short rant)
- Replies: 27
- Views: 7199
Re: and i thought win10 had manners (short rant)
Can't say I've ever been much in love with Windows, but 8 and X really make me want as little to do with Windows ever again. We recently had to put together a new PC to work on a contract for a PS4/XBone game, and Windows 10 it was. I kinda hate that computer. It had a couple hardware/driver issues,...
- Thu Mar 01, 2018 11:05 am
- Forum: Newbie Help Center
- Topic: 16 bit array iteration
- Replies: 20
- Views: 5964
Re: 16 bit array iteration
Oh Interesting. I didn't know about .lobytes/hibytes. That certainly makes striped arrays more usable.
- Wed Feb 28, 2018 2:56 pm
- Forum: Newbie Help Center
- Topic: 16 bit array iteration
- Replies: 20
- Views: 5964
Re: 16 bit array iteration
As a random aside. This:
Can become this:
Code: Select all
lda animation, x
sta sprite_ptr + 0
inx
lda animation, x
sta sprite_ptr + 1Code: Select all
lda animation + 0, x
sta sprite_ptr + 0
lda animation + 1, x
sta sprite_ptr + 1- Wed Feb 14, 2018 10:13 am
- Forum: General Stuff
- Topic: Our first game on Steam. :D
- Replies: 3
- Views: 2201
Our first game on Steam. :D
http://store.steampowered.com/app/730050/Verdant_Skies/ http://files.slembcke.net/upshot/upshot_MjDYuoKW.png Not NES related, but my company has launched our first game on Steam called Verdant Skies. :D It's a life simulation game similar to Harvest Moon. Mostly the brainchild of my business partner...
- Wed Feb 07, 2018 10:01 am
- Forum: NES Graphics
- Topic: Lossy compression for NES screens
- Replies: 20
- Views: 27148
Re: Lossy compression for NES screens
Hay! This is pretty neat. I wrote something kinda similar a few years ago for the Gameduino. It used 8x8 4bpp tiles with individual 16bpp palettes. It made using photo input pretty easy, though it looked kinda terrible. http://files.slembcke.net/temp/sunset400.png http://files.slembcke.net/temp/suns...
- Sat Feb 03, 2018 8:23 pm
- Forum: Homebrew Projects
- Topic: Intergalactic Transmissing. (GGJ2018)
- Replies: 7
- Views: 7892
Re: Intergalactic Transmissing. (GGJ2018)
I think this game is donesies. I added a level start screen, reordered the difficulty of the levels, and placed the latest sounds that we didn't have time to add in the last few minutes of the GGJ scramble. Latest build http://files.slembcke.net/temp/InterglacticTransmissing.nes.zip . (Also updated ...
- Tue Jan 30, 2018 6:05 pm
- Forum: General Stuff
- Topic: What do schools have against teaching C?
- Replies: 47
- Views: 16146
Re: What do schools have against teaching C?
Eh, I dunno. I'm of the opinion that you shouldn't learn just one programming language anyway. I know quite a few devs that are uncomfortable outside of their only language. (ex: Unity/C# or HTML/Javascript) Many of them consider C++ to be black magic even though they've never used it. I did a Globa...
- Sun Jan 28, 2018 6:55 pm
- Forum: Homebrew Projects
- Topic: Intergalactic Transmissing. (GGJ2018)
- Replies: 7
- Views: 7892
Re: Intergalactic Transmissing. (GGJ2018)
Yeah, kinda similar, but in ZPG you can move one square at a time right?
Semi-final ROM is here:
https://globalgamejam.org/2018/games/in ... ansmissing
Should generate/add more levels, and assign them a better difficulty order, and we sort of broke sound at the 11th hour. :-\
Semi-final ROM is here:
https://globalgamejam.org/2018/games/in ... ansmissing
Should generate/add more levels, and assign them a better difficulty order, and we sort of broke sound at the 11th hour. :-\
- Sun Jan 28, 2018 9:39 am
- Forum: Homebrew Projects
- Topic: Intergalactic Transmissing. (GGJ2018)
- Replies: 7
- Views: 7892
Re: Intergalactic Transmissing. (GGJ2018)
Latest build here: http://files.slembcke.net/temp/InterTrans.nes Hold B while ramming the signal to give it a boost in your current direction. Fill the board with it. (Win condition not currently detected.) http://files.slembcke.net/upshot/upshot_CU6fO5fz.png So it's sort of a mashup of a puzzle gam...