Re: What do we want in a tutorial?
Posted: Thu Aug 13, 2015 4:52 pm
That's already suggested in this post.
That kind of reminds me of a really cool Neo Geo rom, where you can alter the sprites by moving them around and shrinking them and liking them to other sprites and whatnot.Kasumi wrote:I've actually considered making an interactive rom like that to explain the restrictions to pixel artists.
Did it change between 3.10.4 and 3.11.92, when this screenshot was taken of the UI that people complain about? Or what is "classic mode"?Sik wrote:Yet this is what I have somehow (the only serious difference is that the preferences dialog is in the taskbar and not the menubar, and that's something you'd rarely touch anyway). gEdit 3.10.4 on Gnome in Classic mode.tepples wrote:And which text editor? I use gedit 2 on Xubuntu 14.04 (a Debian derivative), but gedit 3's "new face" without a menu bar scares me.
Gnome 3 has a mode where it gimmicks the UI from Gnome 2. It's not an exact replica, but for the most part it's similar. I haven't checked how gEdit looks outside classic mode so take that into account.tepples wrote:Or what is "classic mode"?
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lda x_position_lo,x
clc
adc x_velocity_lo,x
sta x_position_lo,x
lda x_position_hi,x
adc x_velocity_hi,x
sta x_position_hi,x
lda y_position_lo,x
clc
adc y_velocity_lo,x
sta y_position_lo,x
lda y_position_hi,x
adc y_velocity_hi,x
sta y_position_hi,x
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ldy oam_pointer
lda y_position_hi,x
sta oam,y
lda name,x
sta oam+1,y
lda attributes,x
sta oam+2,y
lda x_position_hi,x
sta oam+3,y
tya
clc
adc #$04
sta oam_pointer
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lda x_position_lo,x ; Apply horizontal speed
clc
adc x_velocity_lo,x
sta x_position_lo,x
lda x_position_hi,x
adc x_velocity_hi,x
sta x_position_hi,x
lda y_position_lo,x ; Apply vertical speed
clc
adc y_velocity_lo,x
sta y_position_lo,x
lda y_position_hi,x
adc y_velocity_hi,x
sta y_position_hi,x
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ldy oam_pointer ; Where this sprite will go
lda y_position_hi,x ; Store the sprite properties
sta oam,y ; 1st byte = vertical position
lda name,x ; 2nd byte = tile to use
sta oam+1,y ; 3rd byte = palette and flip
lda attributes,x ; 4th byte = horizontal position
sta oam+2,y
lda x_position_hi,x
sta oam+3,y
tya ; Calculate offset for next sprite
clc
adc #$04
sta oam_pointer
Are objects represented by a single sprite?psycopathicteen wrote:Drawing a sprite
It could be a generic AddSprite subroutine =P (although I'd add a check to ensure it won't draw too many sprites... actually thinking on it, it'd just wrap around and overwrite the earliest sprites, right?)tokumaru wrote:Are objects represented by a single sprite?psycopathicteen wrote:Drawing a sprite
Right now, the scripts are designed for Python 2, which is the "legacy" version. (When I started writing them, there were serious practical problems with using Python 3 on Windows that weren't resolved until the release of Python 3.3.) But by the time I actually start the tutorial, I plan to port everything to Python 3.mikaelmoizt wrote:I've been told that there are basically 2 different versions, where one is for "legacy" support, and one is for "teh futare" or something.
On your Start menu, there should be a program called IDLE. This is the Tk-based graphical front end to Python.If I double click that executable named python.exe a black box pops up and disappears quickly.
So this must be a command line driven compiler/interpreter.
Python Imaging Library changed its name to "Pillow" after a new maintainer took over. I'm not sure the "low" part stands for anything.Alright, so now I need something named Pillow. Is it related to resting your head on something?
Ah. I see. Thanks.tepples wrote: On your Start menu, there should be a program called IDLE. This is the Tk-based graphical front end to Python.
Maybe that would be a good idea for some people, just to 'get a feeling'. However, I really can't think of a more basic and easy way of doing load, store, compare, subtract and add things than by using three letter mnemonics.dougeff wrote:I was thinking... If Nerdy Nights was written in C rather than ASM, I would have had an easier time following it. Maybe more people would get into NES programming if the tutorials were in a more common language, like C.