Search found 304 matches

by sdm
Tue Dec 31, 2019 5:52 am
Forum: Newbie Help Center
Topic: Following one object (sprite) after another (Tracking)
Replies: 8
Views: 1162

Re: Following one object (sprite) after another (Tracking)

Works great, thanks :) My earlier code has changed a bit, unfortunately it is larger, but more accurate when it comes to changing the speed of the object. I have to optimize it all to make it as small as possible. Follow5.nes: lda Timer_Counter inc Timer_Counter eor #$ff and Timer_Counter sta Timer ...
by sdm
Mon Dec 30, 2019 6:14 am
Forum: Newbie Help Center
Topic: Following one object (sprite) after another (Tracking)
Replies: 8
Views: 1162

Re: Following one object (sprite) after another (Tracking)

I think I can guess how it works. I wrote the code quickly, it may look chaotic, but probably made in the right direction. lda Timer_Counter inc Timer_Counter eor #$ff and Timer_Counter sta Timer ;--------------------- ENEMY1_Loop: lda ENEMY1_1_Y sec sbc HERO_1_Y sta DistanceU lda HERO_1_Y sec sbc E...
by sdm
Sun Dec 29, 2019 1:10 pm
Forum: Newbie Help Center
Topic: Following one object (sprite) after another (Tracking)
Replies: 8
Views: 1162

Re: Following one object (sprite) after another (Tracking)

It works of course. I am interested in how it can be done better, simpler, faster etc. I did it as best I can. Thanks. It works great. ENEMY1_Loop_UD: LDA HERO_1_Y CMP ENEMY1_1_Y BCC ENEMY1_Loop_MoveUp BNE ENEMY1_Loop_MoveDown RTS ENEMY1_Loop_LR: LDA HERO_1_X CMP ENEMY1_1_X BCC ENEMY1_Loop_MoveLeft ...
by sdm
Sun Dec 29, 2019 9:54 am
Forum: Newbie Help Center
Topic: Following one object (sprite) after another (Tracking)
Replies: 8
Views: 1162

Re: Following one object (sprite) after another (Tracking)

Of course, I made the code that does not have this problem, but it is quite large. Follow3.nes: ;------------------------------- ENEMY1_Loop: JSR ENEMY1_CheckMoveDirection JSR ENEMY1_Loop_U JSR ENEMY1_Loop_D JSR ENEMY1_Loop_L JSR ENEMY1_Loop_R JSR ENEMY1_Loop_RU JSR ENEMY1_Loop_RD JSR ENEMY1_Loop_LD...
by sdm
Sun Dec 29, 2019 7:28 am
Forum: Newbie Help Center
Topic: Following one object (sprite) after another (Tracking)
Replies: 8
Views: 1162

Following one object (sprite) after another (Tracking)

I have a problem with the object 'vibrating' when two are on one Y / X line (caused by the change of opposite directions of movement per frame). Sometimes I use a delay that slightly masks the problem. I don't know any other ways, so I would love to improve it somehow (in many commercial games I als...
by sdm
Fri Dec 27, 2019 2:38 am
Forum: Homebrew Projects
Topic: Cybroitek & Cybroitek Double Revenge
Replies: 2
Views: 750

Cybroitek & Cybroitek Double Revenge

Two games written in 2018. Both in arcade style. Cybroitek is a single-player game to complete the level you have to eliminate all opponents on the screen. Button B - takes a shot. Button A - Shield that allows you to bounce your opponent's missiles (and the ability to bounce your own missile). In a...
by sdm
Thu Dec 26, 2019 6:59 am
Forum: Homebrew Projects
Topic: Alien Isolation
Replies: 17
Views: 2323

Re: Alien Isolation

The game has not finished so there are not many things. It's all game concepts, whether they will be completed I do not know, it all depends on time and desire (I do not do it for money, everything hobby). The Jet Set Willy engine is almost ready, all I have to do is design the levels (not 100% iden...
by sdm
Thu Dec 26, 2019 3:15 am
Forum: Homebrew Projects
Topic: Alien Isolation
Replies: 17
Views: 2323

Re: Alien Isolation

I don't know much about compression, that's why I always used the whole nametable :) I have to read about it sometime. Unfortunately, my programming skills are quite poor when it comes to optimizing the size of the code (and not only;)) I think I found an exploit with the boxes. Going to the screen ...
by sdm
Tue Dec 24, 2019 5:26 am
Forum: Homebrew Projects
Topic: Alien Isolation
Replies: 17
Views: 2323

Alien Isolation

Code written at the beginning of 2019 (NESASM3, MMC1). I played with a code in which the opponent has a field of view. The code has bugs that I can't fix and is simply badly designed, so it's currently only a curiosity to play. In general, we control a player who must collect all the keys on several...
by sdm
Thu Dec 12, 2019 9:24 am
Forum: NESdev
Topic: BizHawk Lua script for visualizing NES hardware sprites
Replies: 14
Views: 8648

Re: BizHawk Lua script for visualizing NES hardware sprites

I download/use "FCEUX 2.2.3 win32 Binary". I used both x32 and x64 Win 7 and both work ok. Only not on XP.
by sdm
Wed Dec 11, 2019 2:10 pm
Forum: NESdev
Topic: BizHawk Lua script for visualizing NES hardware sprites
Replies: 14
Views: 8648

Re: BizHawk Lua script for visualizing NES hardware sprites

Yes. Everything is as it should be. I can't run it on Windows XP Pro, everything works on Win7.
by sdm
Thu Dec 05, 2019 7:28 am
Forum: Newbie Help Center
Topic: UNROM and NESASM
Replies: 3
Views: 812

Re: UNROM and NESASM

I mainly use UNROM/UOROM and NESASM3. Each UNROM bank is 16kb, so it is divided into two "parts" in NESASM3, 8KB each. So we switch in pairs, not 8kb individually (At least I've never heard of such a method). .bank 0 ;00 (1/2 first bank/swappable) .org $8000 .bank 1 ;00 (2/2 first bank/swappable) .o...
by sdm
Tue Dec 03, 2019 2:34 am
Forum: NESdev
Topic: BizHawk Lua script for visualizing NES hardware sprites
Replies: 14
Views: 8648

Re: BizHawk Lua script for visualizing NES hardware sprites

I have a problem running LUA scripts in FCEUX on Windows XP, it works correctly on Win7. Is there anything to do if there is no chance on XP?
What are other methods (other emulators) with the ability to preview sprites in a similar way?
by sdm
Mon Dec 02, 2019 3:07 am
Forum: Homebrew Projects
Topic: Plush in a Twisted World
Replies: 6
Views: 2175

Re: Plush in a Twisted World

There is a time limit, but it is quite unusual.
by sdm
Thu Nov 28, 2019 2:11 am
Forum: Newbie Help Center
Topic: reading ppu address from the second screen while scrolling (via sprite position)
Replies: 4
Views: 1636

Re: reading ppu address from the second screen while scrolling (via sprite position)

Thanks for the information. As for the reasonable use of the code, I was only curious about this possibility. Could someone help me reverse this code? Here we convert the YX sprite positions to the PPU address, but I have a problem with the reverse conversion or the PPU address -> YX sprite position...