Search found 13 matches

by Evaghetti
Thu Jan 03, 2019 6:12 pm
Forum: Newbie Help Center
Topic: Help with getting collision right
Replies: 22
Views: 9123

Re: Help with getting collision right

Got it, guess that's the next thing i should be trying to do then.
by Evaghetti
Wed Jan 02, 2019 4:57 pm
Forum: Newbie Help Center
Topic: Help with getting collision right
Replies: 22
Views: 9123

Re: Help with getting collision right

My god there's a bunch of stuff for me to reply, sorry for taking so long, was messing around with the code you guys posted and wrapping my head around it, i'll respond in the order which you posted the replies. (Before that just a personal note: i really need to study binary operations like left sh...
by Evaghetti
Wed Jan 02, 2019 1:39 pm
Forum: Newbie Help Center
Topic: Help with getting collision right
Replies: 22
Views: 9123

Re: Help with getting collision right

Which may make the problem slightly more obvious? Mario's head is in row 15. That's not a collision tile. Cool! Well, one row below that is also not a collision tile. Cool! We can walk. Row 15 is empty (except the far away mushroom stem on the right). Row 16 is also empty (except for the far away m...
by Evaghetti
Tue Jan 01, 2019 11:23 pm
Forum: Newbie Help Center
Topic: Help with getting collision right
Replies: 22
Views: 9123

Re: Help with getting collision right

For NES, I think it's easier to move something into a wall, then move it out if necessary. Rather than check if the destination is in a wall before moving To be honest when i started going down this rabbit hole i thought about doing just that, but also thought it would give some kind of shaking eff...
by Evaghetti
Tue Jan 01, 2019 10:49 pm
Forum: Newbie Help Center
Topic: Help with getting collision right
Replies: 22
Views: 9123

Re: Help with getting collision right

If it only happens when you approach the right side of the screen, it is because of the thing I mentioned earlier. (ldy #2 will give you tiles from the start of the next row rather than two to the right of the current row once you get close to the edge.) This problem of getting unwanted tiles is so...
by Evaghetti
Tue Jan 01, 2019 9:59 pm
Forum: Newbie Help Center
Topic: Help with getting collision right
Replies: 22
Views: 9123

Re: Help with getting collision right

Right, overflow is part of the problem. One restructuring is... LDA $0200 LSR A LSR A LSR A BEQ AfterY;If zero, add nothing TAY LoopY: CLC LDA playerTileLow ADC #$20 STA playerTileLow LDA playerTileHigh ADC #$00 STA playerTileHigh DEY BNE LoopY AfterY: And yes, it doesn't seem related to going thro...
by Evaghetti
Tue Jan 01, 2019 9:42 pm
Forum: Newbie Help Center
Topic: Help with getting collision right
Replies: 22
Views: 9123

Re: Help with getting collision right

Edit: Bigger hint: Y is 0. dey. What happens? Ok, got it a underflow happens y goes to 255 and then everything goes downhill from there. Though it sure is a bug i don't think it is related with the problem of going through blocks :? Edit3: I somehow think the problem is more how you're dealing with...
by Evaghetti
Tue Jan 01, 2019 9:31 pm
Forum: Newbie Help Center
Topic: Help with getting collision right
Replies: 22
Views: 9123

Re: Help with getting collision right

Did what you asked, the following is a screenshot from my emulator's debugger (didn't remove the LoopX yet, wasn't expecting for you to answer so fast :lol:) https://scontent.fpoa21-1.fna.fbcdn.net/v/t1.15752-9/49900309_283974572266449_2742520541880516608_n.png?_nc_cat=107&_nc_ht=scontent.fpoa21...
by Evaghetti
Tue Jan 01, 2019 9:06 pm
Forum: Newbie Help Center
Topic: Help with getting collision right
Replies: 22
Views: 9123

Re: Help with getting collision right

Is canColideRight ever changed anywhere else? Only place that changes canColideRight is this subroutine. Suppose it's non zero. This will make it zero (since you say X is zero when this runs.) If nothing makes it non zero again, it will just stay that way.[ Before i do the checks for collision i se...
by Evaghetti
Tue Jan 01, 2019 10:18 am
Forum: Newbie Help Center
Topic: Help with getting collision right
Replies: 22
Views: 9123

Help with getting collision right

Hey everybody! A while back i came here asking for help to separate game logic from the NMI so i could try my hand on collision detection for a platformer, and now here i am asking for help to make said platformer. The way i'm doing it is on my code there's a label which points to the name table use...
by Evaghetti
Wed Dec 19, 2018 5:51 pm
Forum: Newbie Help Center
Topic: Help with separating Game Logic from NMI
Replies: 6
Views: 5409

Re: Help with separating Game Logic from NMI

Oh, okay then, changed the code to do it according to what you said, thanks everybody!
by Evaghetti
Wed Dec 19, 2018 5:13 pm
Forum: Newbie Help Center
Topic: Help with separating Game Logic from NMI
Replies: 6
Views: 5409

Re: Help with separating Game Logic from NMI

For #1, you need to wait until the nmi handler returns before jumping back to "forever." As it is, the move code is being called multiple times a frame.. Just to be sure i understood you right, this is what you meant? vblankwait: BIT $2002 BPL vblankwait If so, yay cause doing it before a...
by Evaghetti
Wed Dec 19, 2018 3:49 pm
Forum: Newbie Help Center
Topic: Help with separating Game Logic from NMI
Replies: 6
Views: 5409

Help with separating Game Logic from NMI

Hello! So i am an amateur game programmer that started with C++ and SFML and now is trying to learn how to do games for the NES. Up until now i have been using the Nerdy Nights tutorials to learn how to do stuff and now was trying to do collision and platformer physics, the following is my code just...