Search found 23 matches

by Brickman
Sat Jan 19, 2013 12:27 pm
Forum: Newbie Help Center
Topic: Confused about multiple branches without compare
Replies: 7
Views: 2256

Re: Confused about multiple branches without compare

This looks like a good way to observe the flags in action:
http://e-tradition.net/bytes/6502/
by Brickman
Tue Jan 15, 2013 11:39 am
Forum: NESdev
Topic: Thinking clearly about collision detection
Replies: 43
Views: 8089

Re: Thinking clearly about collision detection

Interesting article on MCKid's development with a section on sloped collision:
http://games.greggman.com/game/programming_m_c__kids/
by Brickman
Mon Dec 10, 2012 9:01 pm
Forum: General Stuff
Topic: New Ninja Gaiden 1 GG Code Needs testing on real GG
Replies: 5
Views: 1697

Re: New Ninja Gaiden 1 GG Code Needs testing on real GG

I've tested on fceux and it works there, i was just wanted to make sure that someone with the hardware could use it before i share it.
by Brickman
Mon Dec 10, 2012 8:45 pm
Forum: General Stuff
Topic: New Ninja Gaiden 1 GG Code Needs testing on real GG
Replies: 5
Views: 1697

New Ninja Gaiden 1 GG Code Needs testing on real GG

In response to AVGN's complaint about a lack of good Ninja Gaiden health GG codes i've created a no-damage GG code. Ninja Gaiden 1 (US) No Damage: AVZVGP If anybody can comfirm this does work on a real GG (n' US Cart) it would be much appreciated. AVGN's Ninja Gaiden video is great if you haven't se...
by Brickman
Sun Dec 09, 2012 4:47 pm
Forum: Newbie Help Center
Topic: Confused about multiple branches without compare
Replies: 7
Views: 2256

Re: Confused about multiple branches without compare

The zero flag is killed then LDA happens because the loaded value isn't zero, so it clears the zero (also is the equal) flag. Ok, thank you that clears it up! A lot of instructions will change flags that can be branched on. CMP is only needed when you want to compare two values against each-other w...
by Brickman
Sun Dec 09, 2012 3:39 pm
Forum: Newbie Help Center
Topic: Confused about multiple branches without compare
Replies: 7
Views: 2256

Confused about multiple branches without compare

I've seen code with many Branch opcodes with without a Compare Opcode preceding it. I've done a little nesasm testing but i can't seem to pindown the logic behind 'delayed' branch commands. LDA #$88 CMP #$88 ;sprite is drawn LDA #$78 BEQ Skip JSR Draw_Sprite Skip: I would expect the comparison flag ...
by Brickman
Tue Oct 30, 2012 10:38 am
Forum: Newbie Help Center
Topic: Trying to understand 'Vectors' in the 6502 sense
Replies: 4
Views: 1369

Re: Trying to understand 'Vectors' in the 6502 sense

I think i understand it now, thank you for the thorough explanations!
by Brickman
Mon Oct 29, 2012 7:27 pm
Forum: Newbie Help Center
Topic: Trying to understand 'Vectors' in the 6502 sense
Replies: 4
Views: 1369

Trying to understand 'Vectors' in the 6502 sense

I'm having trouble exactly understanding what 'vector' means in nes asm/6502 terminology.
Is the vector for an IRQ like a pointer?

Is it closer to this?
http://en.wikipedia.org/wiki/Interrupt_vector

Or this?
http://en.wikipedia.org/wiki/Vectored_Interrupt

I thank you for your time. :mrgreen:
by Brickman
Sat Oct 27, 2012 9:53 pm
Forum: NESdev
Topic: Famicom Basic Book - "make Super Mario"
Replies: 9
Views: 2853

Re: Famicom Basic Book - "make Super Mario"

Now this looks more like 'the goods':

http://www.ebay.com/itm/FAMILY-BASIC-Fa ... 53ec02df5c

Oh, to have a US edition of famicom basic back in 1987 would've been dreamy.
by Brickman
Fri Oct 26, 2012 6:58 pm
Forum: NESdev
Topic: Game design Sins
Replies: 68
Views: 10848

Re: Game design Sins

Often the right (sometimes accidental) combination of awkard 'sins' can make a game special and addicting. It's all a matter of context in my opinion.
by Brickman
Sun Oct 21, 2012 11:35 am
Forum: NESdev
Topic: Famicom Basic Book - "make Super Mario"
Replies: 9
Views: 2853

Famicom Basic Book - "make Super Mario"

Haven't posted here in awhile but i found this on ebay and though someone would dig it:

http://www.ebay.com/itm/NINTENDO-book-p ... 1170493632

Who knows how much actual detail it goes into...
by Brickman
Fri Oct 07, 2011 12:36 pm
Forum: NES Graphics
Topic: NES Screen Tool
Replies: 281
Views: 144717

Thank you for this tool Shiru! I can finally copy/paste in my photoshop pixel art verbatim (via graphics gale)... something i couldn't do in yy-chr.
by Brickman
Thu Oct 06, 2011 2:36 pm
Forum: Newbie Help Center
Topic: In game palette glitchy re-writing / VRAM access
Replies: 10
Views: 2286

tokumaru wrote:
Brickman wrote:

Code: Select all

// Set the low 8 bits of scroll.
PPU_SCROLL( 0, 0 );
Don't forget about PPU.ctrl (which was also in thefox's suggestion), it's also important.
Yeah, I had that implemented (from one of the KNES demo src's.)
by Brickman
Thu Oct 06, 2011 2:06 pm
Forum: Newbie Help Center
Topic: In game palette glitchy re-writing / VRAM access
Replies: 10
Views: 2286

Re: In game palette glitchy re-writing / VRAM access

Just for fun I also tried inline asm to just store the value at address 3F01 but that didn't work at all :) : That's because "STA $3F01" tries to store a value in the CPU addressing space, not the PPU addressing space. Always keep in mind that these two addressing spaces exist, and that the PPU spa...