Search found 20 matches

by Compton
Sun Apr 20, 2014 6:23 pm
Forum: NES Music
Topic: Matoya's Cave remix
Replies: 0
Views: 2125

Matoya's Cave remix

This is a quick remix I did of Matoya's Cave by Nobuo Uematsu, from Final Fantasy 1.
Let me know what you think...
Matoya's Cave
by Compton
Sat Apr 03, 2010 8:11 am
Forum: NESdev
Topic: Hangman Source code and programming guides
Replies: 1
Views: 1655

Hangman Source code and programming guides

Well is has been about a year since i released my hangman game demo on these boards, and despite all good intentions, i have yet to do anything else with the game. I created the game as part of an assignment for my Computer Science Degree, but the project included documentation on the opcodes and th...
by Compton
Tue Feb 09, 2010 9:02 pm
Forum: NESdev
Topic: how to: select, develop, and finish a project: your thoughts
Replies: 19
Views: 5739

I would just like to apologize ahead of time if all this seems obvious, but it is important to any project to understand the software development life cycle. http://en.wikipedia.org/wiki/Software_development_process while this sounds like a no brainer, i have tried to approach a number of ambitious ...
by Compton
Mon Mar 16, 2009 8:27 pm
Forum: NESdev
Topic: My first NES demo. Hangman!
Replies: 12
Views: 6436

LOL! Thanks. I actually grabbed most of these words off of a random word generator. That was one that slipped under the radar. I am rebuilding it and replacing the old file. It should also (probably) work on real hardware too after this. EDIT: The File in the link has been updated (fixed the misspel...
by Compton
Mon Mar 16, 2009 4:04 am
Forum: NESdev
Topic: My first NES demo. Hangman!
Replies: 12
Views: 6436

Good job for a small amount of time. I like the music, make it interesting. Didn't have time to finish it but I looked at the pattern table and saw some well known character that is maybe (?) not supposed to be there. If that's the case, I guess you should remove it. Thank you i will do that immedi...
by Compton
Sun Mar 15, 2009 10:11 pm
Forum: NESdev
Topic: My first NES demo. Hangman!
Replies: 12
Views: 6436

My first NES demo. Hangman!

yeah i know the game isn't the most complicated, but it took me a little more than a month to do and is my first completed project for the NES. I am actually getting collage credit for this (as an independent project), so that is why there is the MLA format in the corner. There are 24 words availabl...
by Compton
Sun Mar 15, 2009 9:48 pm
Forum: Newbie Help Center
Topic: background skips when altered...
Replies: 23
Views: 8724

BTW, anything with A as its destination (LDA, TXA, PLA, ADC, ORA, etc.) sets the status flags, so you don't need to compare A with zero just after. Also, if you store flags in the high bit of a byte, you don't have to modify A to test it; you can use BIT. This is useful in interrupt handlers so you...
by Compton
Sun Mar 15, 2009 6:13 pm
Forum: Newbie Help Center
Topic: background skips when altered...
Replies: 23
Views: 8724

My solution was quite simple actually. I just added another flag called 'SkipNote' then incremented it before the VBlank check. Then added this to my nmi... ;Start of Interupt Functions NMI: ;Alter the VBlank flag inc VBlank ;Push accumulator onto stack pha ;check music priority lda SkipNote cmp #0 ...
by Compton
Sun Mar 15, 2009 4:32 pm
Forum: Newbie Help Center
Topic: background skips when altered...
Replies: 23
Views: 8724

ok, yeah. If i comment out the 'jsr PLAY_ADDR,' it works fine.

I will apparently have to reorganize some of my code to get this working the way i want, which sucks, but oh well. I guess i know what is wrong and what to do to fix it.

Thanks for the input, everyone.
by Compton
Sun Mar 15, 2009 1:05 pm
Forum: Newbie Help Center
Topic: background skips when altered...
Replies: 23
Views: 8724

This is my NMI interrupt code... NMI: ;Alter the VBlank flag inc VBlank ;Push registers onto stack pha txa pha tya pha ;Play the next Music note jsr PLAY_ADDR ;Pull registers from stack pla tay pla tax pla rti ;Return from interrupt I try to keep it simple as possible and handle most timing by track...
by Compton
Sun Mar 15, 2009 10:05 am
Forum: Newbie Help Center
Topic: background skips when altered...
Replies: 23
Views: 8724

Well this code is meant to run under certain conditions of an 'A' press. I don't want to rewrite the background every time the NMI is triggered (or at least the 12 tiles.) So unless i create a state system to handle different types of background writes, then embed that code into the NMI to handle th...
by Compton
Sun Mar 15, 2009 1:04 am
Forum: NES Music
Topic: NSF of Battle Kid's soundtrack (linked elsewhere)
Replies: 17
Views: 12510

Ok, i think all of this is great.

But, yeah, first thing i thought was Megaman.

That is a very high compliment (at least to me.) I guess it all matters what your influence is, mine always comes out sounding like dungeon music.
by Compton
Sun Mar 15, 2009 12:37 am
Forum: Newbie Help Center
Topic: background skips when altered...
Replies: 23
Views: 8724

I'm not sure this will help but maybe you should use a vblank IRQ instead of polling the PPU for vblank? it seems like you shouldn't see anything if you make all your changes before vblank ends, but i can't say for sure Unless i am misunderstanding what you are telling me, i believe i am. I have th...
by Compton
Sat Mar 14, 2009 11:50 pm
Forum: Newbie Help Center
Topic: background skips when altered...
Replies: 23
Views: 8724

if i comment out the writes to 2006 to recenter and just clear to scroll, i still get the screen hic-up, but it is less noticable. it is now more of a quick flash, with the location i am writing to at the top of the screen, and then it all centers again. Thanks for the input. i am still going to see...
by Compton
Sat Mar 14, 2009 9:28 pm
Forum: Newbie Help Center
Topic: background skips when altered...
Replies: 23
Views: 8724

background skips when altered...

I am working a quick demo that alters the background tiles. The catch is when i change some of the tiles, the screen does a visible skip, then resettles where it should be. This doesn't ruin the game in anyway, but i would preferably remove this before a final release. anyways this is the code i am ...