Search found 9 matches

by vnsbr
Wed Aug 05, 2020 5:49 am
Forum: Homebrew Projects
Topic: Roniu's Tale
Replies: 4
Views: 129

Re: Roniu's Tale

Nice! I'm using CC65 as well, and thinking of moving to UNROM (from NROM) on my next project! Looking forward to seeing how this pans out. Nice I started with NROM then CNROM and for now sticking with UNROM! I would love to fiddle with other mappers though in the future but I have to say UNROM is p...
by vnsbr
Tue Aug 04, 2020 3:43 pm
Forum: Homebrew Projects
Topic: Roniu's Tale
Replies: 4
Views: 129

Roniu's Tale

Hi guys, happy to announce a game I have been working with 2 more friends from kunjee studios. Description Roniu's Tale is a puzzle game with action elements. For the player to advance he has to collect the key and leave the dungeon. We have a lot of the levels worked out, 8 worlds have been made ea...
by vnsbr
Tue Jul 07, 2020 9:11 pm
Forum: Newbie Help Center
Topic: Sprite Drawing Function Performance
Replies: 11
Views: 1428

Re: Sprite Drawing Function Performance

It should result in a speed increase if moved to zero page not just making it global. I think that was what everyone was pointig out. But nice that it is fast already :D
by vnsbr
Sun Jul 05, 2020 7:05 pm
Forum: Newbie Help Center
Topic: Sprite Drawing Function Performance
Replies: 11
Views: 1428

Re: Sprite Drawing Function Performance

Also no good in having 3 << 3 when you can put the literal using a define or just the plain value CC65 is clever enough to recognize constant expressions and evaluate them at compile time. (if they don't involve function calls...) Iy*4 could be << 2 And also to replace multiplications and divisions...
by vnsbr
Sun Jul 05, 2020 6:48 pm
Forum: Newbie Help Center
Topic: Sprite Drawing Function Performance
Replies: 11
Views: 1428

Re: Sprite Drawing Function Performance

Local variables are bad even if they are static. Better put them in ZP if possible. Also are all your sprites 8x8? If notYou could benefit from using oam_meta_spr that allows you to draw a chunk in one go. Also no good in having 3 << 3 when you can put the literal using a define or just the plain va...
by vnsbr
Tue May 26, 2020 8:25 pm
Forum: NESdev
Topic: Emulators that can record video, esp. on non-Windows
Replies: 12
Views: 3062

Re: Emulators that can record video, esp. on non-Windows

thanks will take a look :D edit : now that i remember last time i tried my record on mesen came out laggy, even though the game doesnt lag... maybe its the codec I used at the time. Ill try again edit2 : confirm it works flawlessy :D i think i was running the windows version via wine on ubuntu, usin...
by vnsbr
Tue May 26, 2020 3:32 am
Forum: NESdev
Topic: Emulators that can record video, esp. on non-Windows
Replies: 12
Views: 3062

Re: Emulators that can record video, esp. on non-Windows

Im running in the same problem, ill try some of the solutions said here, wonder if @tepples found anything really good.
by vnsbr
Fri Nov 08, 2019 11:01 am
Forum: NESdev
Topic: nesst(NES Screen Tool) + multiple maps
Replies: 4
Views: 2757

Re: nesst(NES Screen Tool) + multiple maps

nice, we are using NROM right now, and i am trying to abstract the artist everything that is possible, like he sending me the png maps exported from tiles and it working right away (considering he obeys the nes limitations) and not having to fiddle with CHR files, so thats why i considered this appr...
by vnsbr
Fri Nov 08, 2019 10:08 am
Forum: NESdev
Topic: nesst(NES Screen Tool) + multiple maps
Replies: 4
Views: 2757

nesst(NES Screen Tool) + multiple maps

Hello i am new to NES programming and i am struggling having multiple maps in my game, maybe my pipeline is wrong but from what i understand it works like this: import map1(bitmap1) into nsst -> tileset1 + nametable1/attributes1 import map2(bitmap2) into nsst -> tileset2 + nametable2/attributes2 the...