THE HUNS - LEVEL 4 LOADED, collision N map.

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v.depatie
Posts: 370
Joined: Sun Nov 03, 2024 4:01 pm

THE HUNS - LEVEL 4 LOADED, collision N map.

Post by v.depatie »

I started to do ASM about 8 month ago ( october 2024 ) ! Here's my project going so far. I did everything from scratch.

LAtest update
06-07
Loaded level 4, a smb1 style scrolling level. Ennemis will be added soon !


Latest update:
05-02
Sounds effect added
Homing missiles added
PAralysing effect added
Electric boss animation updated
ELectric Laser ADDED
viewtopic.php?p=301529#p301529
04-27

Working on a electricity mage boss


21-04-2025

This is the best update so far, no more random crashes, this was fixed. OAM. FIXED ( except in level 2 cave very rarely , not sure why yet ).

viewtopic.php?p=301529#p301529


In this cart you can reach the VILLAGE !

Huge update on 04 18 : Textbox fixed, no more flickerings !

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

LEVEL 2 ENNEMIES ADDED ! 25-03-26 :beer:

LEVEL 1 COMPLETE!

;;;;;;;;;;;;
03-13-2025
;;;;;;;;;;;;
Level 1 mostly complete ! You can cut grass, break rock, pound attack, yoshi jump with the feather. The text is coherent, there is follow ups to do. Enjoy ! Will start with level 2 soon.

;;;;;;;;;;;;;;
03-10-2025
;;;;;;;;;;;;;;
So I added a new attack last NIght.

The POUND attack.

DOWN + ATTACK + JUMP while in the AIR . Basically HOLD B+ DOWN + JUMP, ( one click or hold all three)

This attack can go thru one row tiles ( intentionally, that feature can be turned off )
This attack is doable from the bare ground but its not Easy ( intentionally, that feature can be adjusted )


Did you one shot the bird ? :D

Will add a sound effect later today !
cart - THE HUNS The pound ATTACK.nes
(256.02 KiB) Not downloaded yet

https://www.youtube.com/watch?v=j4XnuyYCEOQ
Last edited by v.depatie on Sat Jun 07, 2025 6:37 pm, edited 43 times in total.
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nesrocks
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Joined: Thu Aug 13, 2015 4:40 pm
Location: Rio de Janeiro - Brazil

Re: My first game, The huns ( working project )

Post by nesrocks »

Good job. I like the sound effects, it's funny :)
v.depatie
Posts: 370
Joined: Sun Nov 03, 2024 4:01 pm

Re: My first game, The huns ( working project )

Post by v.depatie »

nesrocks wrote: Thu Dec 05, 2024 6:32 am Good job. I like the sound effects, it's funny :)
Thanks man ! did you see you can control the yinyan with a second controller? :D
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dink
Posts: 250
Joined: Sun Jan 12, 2020 8:42 pm

Re: My first game, The huns ( working project )

Post by dink »

Nice, I like the player sprite and would like to see how far you take this project :)
v.depatie
Posts: 370
Joined: Sun Nov 03, 2024 4:01 pm

Re: My first game, The huns ( working project )

Post by v.depatie »

8-) I will upload the progress once every week ! Thanks you for your appreciation . Its 100% pure asm . you can play the yinyan and shoot bullets with the player 2 controller btw
v.depatie
Posts: 370
Joined: Sun Nov 03, 2024 4:01 pm

My first game, The huns ( working project ) update !

Post by v.depatie »

I worked the Ennemy1 AI
The sword weapon now have two directions
Player 2 can control the yinyan , shoot bullets at player 1.
v.depatie
Posts: 370
Joined: Sun Nov 03, 2024 4:01 pm

The huns update ! 0.0.3

Post by v.depatie »

! Next idea is to do that for the middle part of the back ground ! ANy ideas?

updates:
-I managed to add verticall scroll from one name table to another
-The ennemy has 10 hearts, a basic Ai control its movement.
-fixed a bug where the player sword and direction would switch to right when spamming B.

The game so far:

PLayer 1 and player 2 can move. Player one has a sword
Player 2 has a gun.
Friendly fire is on for the gun.
Im not sure yet what will be the goal of this game. im opened to suggestions :D my 6 yo is giving me ideas so far he pretty much decided every aspect of this game.
Last edited by v.depatie on Mon Mar 10, 2025 3:02 am, edited 1 time in total.
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dink
Posts: 250
Joined: Sun Jan 12, 2020 8:42 pm

Re: The huns update ! 0.0.3

Post by dink »

I don't really have any suggestions, just keep on doing what you're doing and have fun :)
That's awesome, my father did the same kinda stuff with me some 40 years ago! I still remember the crazy noises loading & saving to tape made on the old TI99 computer.
v.depatie
Posts: 370
Joined: Sun Nov 03, 2024 4:01 pm

The Huns update 0.0.4

Post by v.depatie »

Now using the sprite 0 trick to not scroll the status bar !

fixed a bug where spamming the sword attack and jumping would sometime freeze the sword sprite mid frame. spamming is now almost perfect !

Now since the background is always moving ( the green part to, and some of the orange part ), when I loose a heart, I modify the background data therefore frezzing and messing the memory.

Will work on that tonight !:

HEART_ROUTINES.s

Code: Select all

INITIALISE_HEARTS_P1:
	LDA #$0A           ; Load immediate value 0A (10 in decimal)
    STA heart_counter_P1 ; Store the value 0A into heart_counter_P1
	RTS	; Return from subroutine

LOOSE_ONE_HEART_P1:
	
	LDA heart_counter_P1
    SEC                       ; Set the carry flag to prepare for subtraction
    SBC #$01                  ; Subtract 1 from the value in the accumulator
    STA heart_counter_P1      ; Store the decremented value back to heart_counter_P1
	JSR HEARTS_TILES_LOGIC_P1
	RTS
RESET_HEART_TILES_P1:
	; Set PPU address to the correct position based on heart_counter_P1
    LDA #$20                  ; High byte of PPU address (e.g., $2000)
    STA PPU_VRAM_ADDR2        ; Write high byte to PPU address register
    LDA #$60
    STA PPU_VRAM_ADDR2  	; Write low byte to PPU address register
		
		
	LDX #$00
	RESETTILES_HEARTS_P1:
    LDA #$A7                 ; Tile ID to write (change this to the desired tile ID)
    STA PPU_VRAM_IO           ; Write tile ID to PPU data register
    INX                       ; Increment X to track tile writes
    CPX #$0A     				 ; Compare x with total hearts (10)
    BNE RESETTILES_HEARTS_P1  ; If X < heart_counter_P1, continue writing tiles
	

		
	RTS
	
HEARTS_TILES_LOGIC_P1:	
	JSR RESET_HEART_TILES_P1
    ; Set PPU address to the correct position based on heart_counter_P1
    LDA #$20                  ; High byte of PPU address (e.g., $2000)
    STA PPU_VRAM_ADDR2        ; Write high byte to PPU address register
    LDA #$60   
    STA PPU_VRAM_ADDR2        ; Write low byte to PPU address register
    ; Check if heart_counter_P1 == 0
    LDA heart_counter_P1      ; Load the current value of heart_counter_P1
    BEQ HEART_COUNTER_ZERO_P1 ; If heart_counter_P1 is 0, branch to reset

    ; Loop to write tiles based on heart_counter_P1
    LDX #$00        	; Initialize X to 0 for tile write loop	
WRITETILES_HEARTS_P1:
    LDA #$FF                  ; Tile ID to write (change this to the desired tile ID)
    STA PPU_VRAM_IO           ; Write tile ID to PPU data register
    INX                       ; Increment X to track tile writes
    CPX heart_counter_P1      ; Compare X with heart_counter_P1 (number of hearts)
    BNE WRITETILES_HEARTS_P1  ; If X < heart_counter_P1, continue writing tiles

    ; Reset scroll and PPU control settings
    LDA #$00
    STA PPU_VRAM_ADDR2
    STA PPU_VRAM_ADDR2
				
    RTS                       ; Return from subroutine

HEART_COUNTER_ZERO_P1:
    JSR INITIALISE_HEARTS_P1  ; Call to reset heart_counter_p2 to 10 if it reached 0
	JSR HEARTS_TILES_LOGIC_P1
	
	LDA #$00
    STA PPU_VRAM_ADDR2
    STA PPU_VRAM_ADDR2
    RTS                       ; Return from subroutine


thats my current HEarts routines for player one. It messing with my scrolling code, any ideas ?

thats my scrolling code that I called every nmi, for now.:

Code: Select all

OFFSET_BACKGROUND_VERTICAL2:
  LDA #$00
  STA $2003           ; Set sprite memory address to 0
  LDA #$02
  STA $4014           ; Sprite DMA from $0200

  ;; Clear PPU address registers
  LDA #$00
  STA $2006
  STA $2006

  ;; Set initial scroll to 0 for the static status bar
  LDA #$00
  STA $2005           ; Horizontal scroll
  STA $2005           ; Vertical scroll

  ;; Wait for Sprite 0 hit to clear (from the previous frame)
WaitNotSprite0:
  LDA $2002           ; Read PPU status register
  AND #%01000000      ; Check sprite 0 hit flag (bit 6)
  BNE WaitNotSprite0  ; Wait until sprite 0 hit flag is cleared

  ;; Wait for Sprite 0 to be hit
WaitSprite0:
  LDA $2002           ; Read PPU status register
  AND #%01000000      ; Check sprite 0 hit flag (bit 6)
  BEQ WaitSprite0     ; Wait until sprite 0 hit flag is set

  ;; Small delay to let the scanline finish drawing
  LDX #$20            ; Adjust delay for timing
WaitScanline:
  DEX
  BNE WaitScanline

  ;; Increment and apply horizontal scroll for the background
  INC offset_value     ; Increment horizontal scroll variable
  LDA offset_value
  STA $2005           ; Write horizontal scroll register
  LDA #$00            ; No vertical scrolling
  STA $2005

  ;; Restore PPU settings for the next frame
  LDA #%10010000       ; Enable NMI, sprites from Pattern Table 0, background from Pattern Table 1
  STA $2000
  LDA #%00011110       ; Enable sprites, enable background, no clipping on left side
  STA $2001

  RTS
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v.depatie
Posts: 370
Joined: Sun Nov 03, 2024 4:01 pm

The Huns Update ! 0.0.5

Post by v.depatie »

Finally fixed the hearts routines, working as intended.

Was pretty hardcore fix, since the hearts are actually background TILES, and not sprite. Also Im using the sprit0 trick to keep the status bar fixed.

The game so far present it self pretty well. There is 2 player. one shoot bullets, the other can use a sword ( P1 ).

For now, There is one ennemy , it has a basic AI and will try to kill you.

For now I just reset the hearts when it reaches 0

There is a chance to drop a sword, when the ennemy dies.

So far only one minor bug I havent fix, when you pickup the sword, it does play a dmc, and you see a glitch in the ppu rendering for a frame. I believe there is a fix but its very minor im not in a hurry.

coming soon: MANY ENNEMIES :D
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v.depatie
Posts: 370
Joined: Sun Nov 03, 2024 4:01 pm

The Huns 0.0.7 Bird update

Post by v.depatie »

Added the bird ennemy2. How is it ?????

Working tonigh on the bird AI and attack !

Will need some sprites for the next ennemies . If anyone want to participate in the project, please do ! Ill take any 4 frames or more sprites and put them to life :D Im no good at design at all lol
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Fiskbit
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Re: My first game, The huns ( working project )

Post by Fiskbit »

v.depatie wrote: Wed Dec 04, 2024 11:33 pm I started to do ASM about a month and a half ago ! Here's my first project going so far :D
FYI, I've merged your various update threads back into this one, put it into Homebrew Projects, and deleted the duplicate threads. Most people see all the threads that are posted on the forums, so you don't need to post the same content multiple times. It's also easiest to follow when everything on a single topic is centralized in a single thread.

Congrats on making so much progress in such a short period of time. For having started assembly just a couple months ago, you've made some pretty good progress.
v.depatie
Posts: 370
Joined: Sun Nov 03, 2024 4:01 pm

Re: My first game, The huns ( working project )

Post by v.depatie »

thanks bro . so game updates in homebrew got it :) Im new arou d hehe thabks for your help
v.depatie
Posts: 370
Joined: Sun Nov 03, 2024 4:01 pm

Update My first game, The huns ( working project )

Post by v.depatie »

Update !

-Bird now have basic Ai. It will attack as per intended.

-Next I will make the explosion graphics. Yes the bird will blow on hit. or burn. Im not sure yet , always open to suggestions :D
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v.depatie
Posts: 370
Joined: Sun Nov 03, 2024 4:01 pm

Re: My first game, The huns ( working project )

Post by v.depatie »

ANOTHER update,

Working on the bird attack animation. Here is my progress so far. TRying to make some fire.
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