Search found 32 matches

by Prime
Thu Dec 17, 2015 6:38 am
Forum: Homebrew Projects
Topic: Lake Fever
Replies: 4
Views: 3269

Re: ATARI 2600 style game

I'll give this a play later today thanks for sharing.
by Prime
Thu Dec 10, 2015 2:17 pm
Forum: Newbie Help Center
Topic: Trying to make a working platformer engine?
Replies: 14
Views: 3336

Re: What is going wrong in my collision code?

Maybe I'm a lost cause I'll let someone else help there is a lot to change in the code,even though there minor changes. LeftMovement: LDA #$03 STA enemy_direction LDA sprite_RAM+3 <--- What did you change this to? SEC SBC #enemy_speed STA sprite_RAM+3 If you change sprite_ram to a variable like dou...
by Prime
Wed Dec 09, 2015 3:46 pm
Forum: General Stuff
Topic: "Batman" for the NES
Replies: 15
Views: 4635

Re: "Batman" for the NES

DRW wrote: Amiga/C64/DOS/etc.
Arcade
Game Boy
PC Engine
(Did I forget any?)
Yes the genesis version although I liked this one the nes version is my favorite

https://www.youtube.com/watch?v=b8t0hv4ACJM
by Prime
Fri Dec 04, 2015 12:56 pm
Forum: Homebrew Projects
Topic: Micro Knight 3 - game demo & Micro Knight 4 (NESASM)
Replies: 19
Views: 11241

Re: Micro Knight 3 - game demo

there is no problem with the ladders, you have to stick to the rules - going in the right direction towards the ladder, hold down the D-PAD up / down button . It is very convenient. For example. I go to the right and I see a ladder reaching the floor above - Walking toward her holding the DPAD righ...
by Prime
Fri Dec 04, 2015 8:17 am
Forum: Homebrew Projects
Topic: Micro Knight 3 - game demo & Micro Knight 4 (NESASM)
Replies: 19
Views: 11241

Re: Micro Knight 3 - game demo

Good fun so far and those damn ladders get me every time.
by Prime
Mon Nov 30, 2015 8:36 am
Forum: Newbie Help Center
Topic: Map Collision Eject
Replies: 16
Views: 5002

Re: Map Collision Eject

tepples wrote:Yes, that's how you typically subtract 16-bit values on 6502.
Do you have a structure i could look at?A typical nes program?I know i am asking a lot tepples but I'm new and that would help.
by Prime
Mon Nov 30, 2015 8:27 am
Forum: Newbie Help Center
Topic: Map Collision Eject
Replies: 16
Views: 5002

Re: Map Collision Eject

Tepples I'm used to this ld b,(ix+constantYInt) ld c,(ix+ContantYFraction) ld l,(ix+objectYFraction) ld h(ix+ObjectYInt) add hl,bc ld (ix+objectYFraction),l ld h(ix+ObjectYInt),h ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Is this the equivalent to as 6502 has direct memory access charlieve...
by Prime
Mon Nov 30, 2015 8:12 am
Forum: Newbie Help Center
Topic: Map Collision Eject
Replies: 16
Views: 5002

Re: Map Collision Eject

I noticed now that you mentioned the mask %00000111, which makes me believe you're using 8x8-pixel blocks, not metatiles as in my example, right? If so, that's not a problem, the logic is always the same, you just have to keep the block size in mind when dividing and masking/negating bits. I'm codi...
by Prime
Mon Nov 30, 2015 8:03 am
Forum: Newbie Help Center
Topic: Map Collision Eject
Replies: 16
Views: 5002

Re: Map Collision Eject

Thanks tokumaru & Tepples i need to read what tokumaru posted.
Now i get it thanks guys...I was having a problem with my object gravity he was to many pixels into the block.
by Prime
Mon Nov 30, 2015 7:58 am
Forum: Newbie Help Center
Topic: Map Collision Eject
Replies: 16
Views: 5002

Re: Map Collision Eject

[quote="tepples"]I'm not yet in a position to sit down and understand the entire code snippet. But I did find a few things that if you clarified them I could understand better. [/code] What are the 21 and the 7? 21 is my yposition AABB Sorry Tepples i want help but i wasen't clear tay ;<-- Yposition...
by Prime
Mon Nov 30, 2015 7:18 am
Forum: Newbie Help Center
Topic: Map Collision Eject
Replies: 16
Views: 5002

Re: Map Collision Eject

Also Tepples can you go into deep detail or link me as i understand most of you're explanations and find it difficult to understand other members.(I can understand tokumaru&Tepples can the rest of you guys not add into the conversation until they both reply?)
by Prime
Mon Nov 30, 2015 6:53 am
Forum: Newbie Help Center
Topic: Map Collision Eject
Replies: 16
Views: 5002

Re: Map Collision Eject

tokumaru wrote:Didn't have time to check this out yet. I'm not home now, will try to take a look later.
No worries tokumaru i've Tepples helping me.
by Prime
Sun Nov 29, 2015 9:30 pm
Forum: Newbie Help Center
Topic: Map Collision Eject
Replies: 16
Views: 5002

Re: Map Collision Eject

Yes of course this is checking the right side of my aabb blobfeetchkloop: lda _objectlinkedlist,x ;<-- my Yposition clc adc #21 tay ldx _XObjectTmp jsr do_tilemapcollision bcs blobfeetcollision lda _XObjectTmp clc adc #7 sta _XObjectTmp dec _tmploop bne blobfeetchkloop blobfeetexit: rts My collision...
by Prime
Sun Nov 29, 2015 7:24 pm
Forum: Newbie Help Center
Topic: Map Collision Eject
Replies: 16
Views: 5002

Re: Map Collision Eject

I'm assuming a no on my question then,Tepples wanna help?i'm assuming add the low bits+1 back to the object postion.I apologise for my english, i'm Canadian and english is my third language .

Also sorry for the edits i had to look up French,German to English a few times
by Prime
Sun Nov 29, 2015 1:10 am
Forum: Newbie Help Center
Topic: Map Collision Eject
Replies: 16
Views: 5002

Map Collision Eject

Hi tokumaru As the topic states eject from tile position can you go into detail i'm aware when logical (lda _ObjectY,x..and %00000111) my object the low bits are how any pixels i'm into the block.How do I add these back is my question.Sorry if this is a newbie question but i'm also new to game coding.