Search found 376 matches

by never-obsolete
Sat May 02, 2020 8:05 am
Forum: General Stuff
Topic: What code editor do you use?
Replies: 25
Views: 9289

Re: What code editor do you use?

I use:

VS IDE for C/C++/C#
devC++ for quick and dirty (mostly command line) stuff
Notepad++ for everything else
by never-obsolete
Mon Apr 27, 2020 6:26 pm
Forum: Newbie Help Center
Topic: Questions on CLC/SEC and general NMI logic
Replies: 6
Views: 840

Re: Questions on CLC/SEC and general NMI logic

It will stay until you perform an operation that changes it. This page shows the 6502 instruction set and what flags each one alters.
by never-obsolete
Mon Apr 27, 2020 6:01 pm
Forum: Newbie Help Center
Topic: Questions on CLC/SEC and general NMI logic
Replies: 6
Views: 840

Re: Questions on CLC/SEC and general NMI logic

ADC with carry set will add value+1 . The same goes for SBC with carry clear. If you don't know the state of the carry flag beforehand, you should set or clear it depending on the operation you are performing. Without the CLC/SEC, you were probably moving by 2 each frame instead of 1 as you intended.
by never-obsolete
Fri Apr 24, 2020 8:05 pm
Forum: SNESdev
Topic: camera scroll walls
Replies: 1
Views: 749

Re: camera scroll walls

Have invisible objects in your level that alter the behavior of the camera. You could also have special tiles in your tilemap if you want to go that route.
by never-obsolete
Thu Mar 12, 2020 5:43 pm
Forum: NES Graphics
Topic: Graphics for a co-op Metroid-like
Replies: 6
Views: 15493

Re: Graphics for a co-op Metroid-like

I've been busy working on this game and I realized I never posted any of these here. Some of them are a little old, but here they are (oldest to newest): Jungle/Cave https://i.imgur.com/ROZ5COB.gif The layout is mostly the same, more detail has been added to the background. map02.bmp Power Plant htt...
by never-obsolete
Tue Dec 10, 2019 4:47 pm
Forum: NESdev
Topic: looking for a coder[paid]
Replies: 65
Views: 21754

Re: looking for a coder[paid]

Do you plan to do anything about the music?
by never-obsolete
Thu Nov 21, 2019 1:48 pm
Forum: NESemdev
Topic: Need help with mmc5.cpp source, for custom modification
Replies: 39
Views: 13643

Re: Need help with mmc5.cpp source, for custom modification

You could try unrolling your loop and using absolute indexed instead of indirect (assuming you didn't already do this).
by never-obsolete
Fri Nov 15, 2019 5:25 pm
Forum: NESemdev
Topic: Need help with mmc5.cpp source, for custom modification
Replies: 39
Views: 13643

Re: Need help with mmc5.cpp source, for custom modification

I quickly looked it over but it looks like DetectMMC5WRAMSize should return 256 for your case. In BuildWRAMSizeTable you only needed to add a case for when MMC5WRAMsize == 32, but hardcoding MMC5WRAMIndex []to always be 0-31 should also work. WRAM = (uint8*)FCEU_gmalloc(wsize * 262144); Unless wsize...
by never-obsolete
Thu Aug 01, 2019 11:25 am
Forum: NES Graphics
Topic: Graphics for a co-op Metroid-like
Replies: 6
Views: 15493

Re: Graphics for a co-op Metroid-like

I've been trying to improve the background and sky line. This is a surface area of the cave tileset.
map00.png
by never-obsolete
Mon Jul 01, 2019 8:52 pm
Forum: General Stuff
Topic: Comix Zone: most technically impressive "16 bit" game?
Replies: 50
Views: 33513

Re: Comix Zone: most technically impressive "16 bit" game?

General Chaos is fun if you have someone to play with.
by never-obsolete
Thu Jun 06, 2019 10:32 am
Forum: NES Graphics
Topic: Graphics for a co-op Metroid-like
Replies: 6
Views: 15493

Re: Graphics for a co-op Metroid-like

Thanks, I'll have to change those.
by never-obsolete
Mon Jun 03, 2019 3:55 pm
Forum: NES Graphics
Topic: Graphics for a co-op Metroid-like
Replies: 6
Views: 15493

Graphics for a co-op Metroid-like

Just looking for some opinions on the graphics I've been working on. I'm not too happy with the rock columns in the cave tileset or the areas that are supposed to be solid dirt (the gray and brown rocks). Jungle / Cave: map02.png palj.PNG Color 3 of sub-palettes 0,1, and 3 are unused. Sewer: map0A.p...
by never-obsolete
Sun Apr 28, 2019 6:08 pm
Forum: Homebrew Projects
Topic: Ruby Runner motion test
Replies: 46
Views: 27953

Re: Ruby Runner motion test

If you're interested, I have a custom mapper that is based on the FME-7, but supports the extended attributes of the MMC5 and is able to do the bank-per-tile idea you mentioned. I have it working on the PowerPak and in Mesen.
by never-obsolete
Thu Apr 04, 2019 8:53 pm
Forum: General Stuff
Topic: Why does everything need installing these days? (C compiler)
Replies: 18
Views: 9341

Re: Why does everything need installing these days? (C compi

I've have Dev C++/MinGW on a flash drive. IIRC, the portable version just needs to be extracted to a folder.
by never-obsolete
Tue Apr 02, 2019 10:42 am
Forum: NESdev
Topic: Batch files as a build system for ASM6 projects
Replies: 15
Views: 10724

Re: Batch files as a build system for ASM6 projects

I think he meant one batch file is build all (assets and code) and the other is just build (code) and you run the appropriate script based on what you are editing.

If not, it's something I've done before to minimize build time on my laptop.