Search found 30 matches

by sdm2
Tue Nov 24, 2020 9:19 am
Forum: Homebrew Projects
Topic: Kosmity Atakujo
Replies: 11
Views: 3719

Re: Kosmity Atakujo

A slightly different concept of the game - one open map. Destroyed walls, opponents, items collected are remembered on each screen.
I don't have much idea for the gameplay yet, but possible all screens will be randomly generated etc.

Open Map Gameplay:
https://www.youtube.com/watch?v=Z5Zm203CXhM

.
by sdm2
Thu Nov 19, 2020 1:53 am
Forum: Newbie Help Center
Topic: Simplify long, repetitive code.
Replies: 39
Views: 11374

Re: Simplify long, repetitive code.

Thanks. Only my method as I wrote, "one flag = one 16x16 background block" must stay, because I use these flags for another purpose, so changing the code rule is not an option. The code must work as in the attachment. You just need to remember the size of your collision variable... if it just holds ...
by sdm2
Tue Nov 17, 2020 6:56 am
Forum: Newbie Help Center
Topic: Simplify long, repetitive code.
Replies: 39
Views: 11374

Re: Simplify long, repetitive code.

I have a bit more complicated code that I'd like to simplify. The "SetBlockFlags" function is executed when block 16x16 is destroyed. The PPU address is checked and if it is correct, the flag is lit, which then informs where the background elements should be cleaned in future (re-enetering map). I d...
by sdm2
Fri Sep 25, 2020 3:27 am
Forum: Newbie Help Center
Topic: Sprites are jittery when moving, not moving smoothly
Replies: 13
Views: 1988

Re: Sprites are jittery when moving, not moving smoothly

The monitor refresh rate can have an impact, especially when we have a 60hz screen and the emulator is set to PAL. Anyway, even the emulator in NTSC mode may seem jumpy when the screens have higher screen refresh.
by sdm2
Sat Sep 19, 2020 3:04 am
Forum: Newbie Help Center
Topic: Trying to figure out collision code
Replies: 7
Views: 1922

Re: Trying to figure out collision code

check this collision - for the paddle at the bottom: coll: LDA ballx clc adc #7 cmp paddlex bcc coll_no lda paddlex clc adc #15 cmp ballx bcc coll_no lda bally clc adc #8 sta <temp cmp paddley bcc coll_no lda paddley clc adc #1 cmp <temp bcc coll_no LDA #$00 STA balldown LDA #$01 STA ballup ;; bounc...
by sdm2
Tue Sep 08, 2020 11:52 pm
Forum: Newbie Help Center
Topic: Simplify long, repetitive code.
Replies: 39
Views: 11374

Re: Simplify long, repetitive code.

EDIT: Ok it's already working. I had badly defined variables in the ram. In fact, the jump from "done" is not needed, because the program is only executed when the values in lev_memory are from 1 to 128 (when the code is executed, there is NEVER another value there ($01-$80). So beq, cmp # 129 and ...
by sdm2
Sat Sep 05, 2020 8:26 am
Forum: Newbie Help Center
Topic: Simplify long, repetitive code.
Replies: 39
Views: 11374

Re: Simplify long, repetitive code.

Thanks. I haven't tested it yet, but it seems ok: ? ldx LEV_Memory beq Done cpx #129 bcs Done txa asl a tax lda ITEMLEV_Temp_PPUpdateLO sta ITEMGOLDLEV001_PPUpdateLO-2,x lda ITEMLEV_Temp_PPUpdateHI sta ITEMGOLDLEV001_PPUpdateHI-2,x Done: rts LDA LEV_Memory BEQ Done CMP #129 BCS Done asl a tax LDA IT...
by sdm2
Sat Sep 05, 2020 4:00 am
Forum: Newbie Help Center
Topic: Simplify long, repetitive code.
Replies: 39
Views: 11374

Re: Simplify long, repetitive code.

He has one more example, I don't know if I did it correctly: New: LDX LEV_Memory ;for example there is level no. 003 (#$03) BEQ Done CPX #129 BCS Done LDA ITEMLEV_Temp_PPUpdateLO ;loads the value of the variable temp from the level no. 003 STA ITEMGOLDLEV001_PPUpdateLO-1,X ; LDA ITEMLEV_Temp_PPUpdat...
by sdm2
Fri Sep 04, 2020 5:21 pm
Forum: Newbie Help Center
Topic: Simplify long, repetitive code.
Replies: 39
Views: 11374

Re: Simplify long, repetitive code.

thanks, that explains a lot. It sounds like you're really not familiar with indexed instructions, so I suggest you practice using them; they are critical It's true, I have a poor understanding of programming at all - I try to do something, but generally still with poor results. So I can just use the...
by sdm2
Fri Sep 04, 2020 10:08 am
Forum: Newbie Help Center
Topic: Simplify long, repetitive code.
Replies: 39
Views: 11374

Re: Simplify long, repetitive code.

Can I make an table with variables in it? I thought not.
How to define them? .dw? .db?
Fiskbit wrote:
Fri Sep 04, 2020 6:15 am
This assumes your level flags are all consecutive in memory.
Yes.
by sdm2
Fri Sep 04, 2020 4:40 am
Forum: Newbie Help Center
Topic: Simplify long, repetitive code.
Replies: 39
Views: 11374

Re: Simplify long, repetitive code.

Another long code size optimization request.I always have problems with that ... :oops: The "ENEMY_CLR_LEV_CHECK" function is triggered at the time of a collision / killing of one of the eight enemies on a certain level. For example, when you are on the level no. 20 I will kill enemy nr. 6, bit5 is ...
by sdm2
Thu Aug 13, 2020 8:04 am
Forum: Homebrew Projects
Topic: Jet Set Willy style game
Replies: 3
Views: 2260

Re: Jet Set Willy style game

lancuster wrote:
Thu Aug 13, 2020 6:19 am
You need to fix position of this enemy:
Jet Set Willy v 0.19 (Demo)1-0.png
It is specially placed to block the way forward. Because no further maps are designed.
by sdm2
Tue Aug 11, 2020 3:18 am
Forum: Homebrew Projects
Topic: Jet Set Willy style game
Replies: 3
Views: 2260

Jet Set Willy style game

There is Jet Set Willy like game (NESASM3). The game started two years ago, and at the moment most of the code is working. It's not a perfect copy, but my own attempt to make a similar engine with differently designed levels. Several game components are not working yet. Gameplay: https://www.youtube...
by sdm2
Tue Jul 28, 2020 12:09 pm
Forum: Homebrew Projects
Topic: Nesdemia - game about covid
Replies: 8
Views: 3558

Re: Nesdemia - game about covid

Trzymam kciuki za kolejne projekty na NES. Mam nadzieję będą następne? ;)