Search found 29 matches

by Kitty_Space_Program
Thu Oct 29, 2020 4:13 pm
Forum: Newbie Help Center
Topic: rol vs asl, whats the difrence
Replies: 5
Views: 216

Re: rol vs asl, whats the difrence

cool, that makes sense. thank you all
by Kitty_Space_Program
Thu Oct 29, 2020 12:19 pm
Forum: Newbie Help Center
Topic: rol vs asl, whats the difrence
Replies: 5
Views: 216

rol vs asl, whats the difrence

What's the difference between rol and asl or ror and lsr? They all take the same clock cycles, use the same flags, and so forth. Why would someone pick one or the other? and why is it called arithmetic and logical? is it because it doesn't require one clear the carry flag?
by Kitty_Space_Program
Mon Oct 19, 2020 6:45 am
Forum: NES Graphics
Topic: any programs that lets you make backgrounds on mac?
Replies: 6
Views: 1570

Re: any programs that lets you make backgrounds on mac?

dienben2020 wrote:
Mon Oct 19, 2020 2:43 am
Hi,

On my side, I'm using the following editor on Mac: : https://github.com/tsalvo/nes-chr-editor. If you want.
Yeah thats what I'm using, I didn't realize it would work for backgrounds.
by Kitty_Space_Program
Mon Oct 19, 2020 6:43 am
Forum: Newbie Help Center
Topic: Trying to understand bank switching
Replies: 5
Views: 1227

Re: Trying to understand bank switching

lidnariq wrote:
Wed Oct 14, 2020 8:07 pm
To get access to bank N in $8000-$BFFF, one writes N to a location in ROM that also contains N.
When you do that, I heard it will go to the same address that your currently in. How do you control that? Do you have to use .org (in nesasm)
by Kitty_Space_Program
Mon Oct 19, 2020 6:39 am
Forum: NESdev
Topic: Programing Medusa head type movement
Replies: 10
Views: 1759

Re: Programing Medusa head type movement

Oziphantom wrote:
Wed Oct 14, 2020 11:32 pm
2's compliment means you can add signed numbers
I realized that right after I made the post. For some reason it wouldn't let me edit it. XP
by Kitty_Space_Program
Wed Oct 14, 2020 8:11 pm
Forum: NESdev
Topic: Programing Medusa head type movement
Replies: 10
Views: 1759

Re: Programing Medusa head type movement

An alternate way to program this is have acceleration be negative or positive depending whether you're below or above a target centre line. Is it possible to use adc or something similar to where if the number is signed negative it will subtract and if not it will add or would you have to add bpl/bmi
by Kitty_Space_Program
Wed Oct 14, 2020 8:04 pm
Forum: Newbie Help Center
Topic: Trying to understand bank switching
Replies: 5
Views: 1227

Trying to understand bank switching

So when you want to do bank switching with the 002 mapper, how would you switch out the bank your using? Like if my first bank was reset and main menu, then I had a bank for the game and a bank for loading levels and level data, how would I got from one to the other?
by Kitty_Space_Program
Wed Oct 14, 2020 6:39 pm
Forum: NES Graphics
Topic: any programs that lets you make backgrounds on mac?
Replies: 6
Views: 1570

Re: any programs that lets you make backgrounds on mac?

tepples wrote:
Wed Oct 14, 2020 6:03 pm
If you use GIMP (or any other pixel art editor)
I don't really have anything like that. But it might be a back up option
by Kitty_Space_Program
Wed Oct 14, 2020 6:02 pm
Forum: NES Graphics
Topic: any programs that lets you make backgrounds on mac?
Replies: 6
Views: 1570

any programs that lets you make backgrounds on mac?

Are there any tools that let you make and edit backgrounds on mac?
by Kitty_Space_Program
Tue Oct 13, 2020 6:35 am
Forum: NESdev
Topic: Programing Medusa head type movement
Replies: 10
Views: 1759

Re: Programing Medusa head type movement

You can get a very nice sine-like curve by using an acceleration that flips periodically, and storing the resulting velocity: Have an acceleration that flips from +12 to -12 every 100 frames. Every frame that acceleration adds to a velocity. Every frame that velocity adds to the position. thats rea...
by Kitty_Space_Program
Sun Oct 11, 2020 6:59 pm
Forum: NESdev
Topic: Programing Medusa head type movement
Replies: 10
Views: 1759

Programing Medusa head type movement

By this I mean, things that move up and down in a sin wave. I doubt the 6502 could calculate sin(x) easily, i would think they used a lookup table of sin values, but then how would they offset the verticle height (like the line they are going up and down around) and change the amplitude of the wave....
by Kitty_Space_Program
Sun Oct 11, 2020 6:44 pm
Forum: Newbie Help Center
Topic: Nesasm variables
Replies: 2
Views: 549

Re: Nesasm variables

tokumaru wrote:
Fri Oct 09, 2020 8:58 am
Ignoring the capitalization error, yes.
Lol sorry, my phone auto capitalizes whenever it’s a new line.
by Kitty_Space_Program
Fri Oct 09, 2020 7:36 am
Forum: Newbie Help Center
Topic: Nesasm variables
Replies: 2
Views: 549

Nesasm variables

So in nesasn, when you allot a certain amount of bytes for a variable with .rs, is the number that follows a hex value or decimal and can you use x to do this:

Variable .rs 5

Lda variable,x
by Kitty_Space_Program
Wed Oct 07, 2020 3:59 pm
Forum: Newbie Help Center
Topic: Testing proximity
Replies: 2
Views: 437

Testing proximity

For my first game I’m making a block pushing game and I was wondering if anybody knew a more efficient way to push blocks. I was thinking of checking when the up button is pressed if the player was 4 pixels below the center point of the 8x8 block for every box and so forth, but that seems awful inef...
by Kitty_Space_Program
Wed Oct 07, 2020 7:01 am
Forum: Newbie Help Center
Topic: Would it be possible to mod a NES to have that "Allow more than 8 sprites per scanline" feature from emulators?
Replies: 25
Views: 5901

Re: Would it be possible to mod a NES to have that "Allow more than 8 sprites per scanline" feature from emulators?

tokumaru wrote:
Wed Aug 26, 2020 12:48 pm
Keep in mind that some games rely on sprites beyond the 8th being dropped for achieving certain visual effects.
What games use that? I’m kinda curious to see how it looks.