Search found 100 matches

by kikutano
Mon Nov 11, 2019 3:34 am
Forum: General Stuff
Topic: NESMaker reviews?
Replies: 50
Views: 11919

Re: NESMaker reviews?

My question is, why you should make a NES without coding? To me the only reason to make games for NES is to understand how to program for old console with limited hardware, it's all about challenge. NES Maker take off all of this, so why should I make games for NES with a tool? Why don't use Unity o...
by kikutano
Sun Nov 10, 2019 3:31 am
Forum: NESdev
Topic: Translate a sprite in a cell matrix space
Replies: 2
Views: 1207

Re: Translate a sprite in a cell matrix space

Oh thanks, I will try! :)
by kikutano
Sat Nov 09, 2019 3:24 am
Forum: NESdev
Topic: Translate a sprite in a cell matrix space
Replies: 2
Views: 1207

Translate a sprite in a cell matrix space

Hello to everyone, I've a "matrix" space where i translate the player by 16 pixel at time on X and Y, as you can see in the image attached. Now I need to translate an object ( sprite, pickable object, enemy etc etc ) by N cells. The first thing that I do is to put the object on the cell 0, 0 and so ...
by kikutano
Thu Oct 03, 2019 11:54 pm
Forum: NESdev
Topic: Another noob question about address and label!
Replies: 4
Views: 2681

Re: Another noob question about address and label!

There are other ways, but here's one of the simpler ways to select from a list of addresses (allows up to 128 of them): address_table: .dw level_0_room_0 .dw level_0_room_1 lda #1 ; change this to load other rooms asl tax lda address_table,x sta MATRIX_LVL_ROOM_ADDR + 0 lda address_table+1,x sta MA...
by kikutano
Wed Oct 02, 2019 1:45 am
Forum: NESdev
Topic: Another noob question about address and label!
Replies: 4
Views: 2681

Re: Another noob question about address and label!

Ok thanks! I will try as soon as I can!
by kikutano
Wed Oct 02, 2019 12:29 am
Forum: NESdev
Topic: Another noob question about address and label!
Replies: 4
Views: 2681

Another noob question about address and label!

Hello! I'm working on a "level switch room", I just load my background in this way: level_0_room_0: .db $30,$31,$30,$31,$30,$31,$30,$31,$30,$31,$30,$31,$30,$31,$30,$31 ...... .db $40,$41,$40,$41,$40,$41,$40,$41,$40,$41,$40,$41,$40,$41,$40,$41 level_0_room_1: .db $D0,$D1,$D0,$D1,$D0,$D1,$D0,$00,$01,$...
by kikutano
Mon Sep 30, 2019 3:50 am
Forum: SNESdev
Topic: Random Cave/Dungeon Generation
Replies: 6
Views: 3155

Re: Random Cave/Dungeon Generation

I'm working a Roguelike on NES but create a randomized tiles is too slow, so I created some pre setted rooms and a random path from a room to another.
by kikutano
Fri Aug 30, 2019 12:53 am
Forum: NESdev
Topic: Increment PPU address by a number
Replies: 15
Views: 8513

Re: Increment PPU address by a number

This is the first "transiction" test from a room to another :) . Thanks for all tips!

Image
by kikutano
Fri Aug 23, 2019 12:12 pm
Forum: NESdev
Topic: Increment PPU address by a number
Replies: 15
Views: 8513

Re: Increment PPU address by a number

Thanks. Another solution could be to create a "fade in" effect that draw one column at time every t interval. :D

But, my question is, how Zelda room transition works? It scroll the entire screen without problem.
by kikutano
Fri Aug 23, 2019 7:56 am
Forum: NESdev
Topic: Increment PPU address by a number
Replies: 15
Views: 8513

Re: Increment PPU address by a number

Hello again, I'm using your tips to implement creation of the matrix, ( 16x16 tiles ), everything works great when I start the game and i generate it with this code: gen_level_0_room_0: ldy #MATRIX_ROWS gen_rows: ldx #MATRIX_COLS gen_cols: ;jsr generate_random_tile lda #$D0 sta PPUDATA dex bne gen_c...
by kikutano
Thu Aug 15, 2019 12:13 pm
Forum: NESdev
Topic: Increment PPU address by a number
Replies: 15
Views: 8513

Re: Increment PPU address by a number

This code will run only once at change of the room. So it's not so critical. But thanks, I will try to study your code anyway. :)
by kikutano
Thu Aug 15, 2019 10:20 am
Forum: NESdev
Topic: Increment PPU address by a number
Replies: 15
Views: 8513

Re: Increment PPU address by a number

This should do the trick (untested code!!) PPUSTATUS = $2002 PPUADDR = $2006 PPUDATA = $2007 START_ADDR = 2103 MATRIX_ROWS = 10 ; arbritrary value MATRIX_COLS = $13 TILE = $c2 generate_random_walls: lda PPUSTATUS lda #>START_ADDR sta PPUADDR lda #<START_ADDR sta PPUADDR ldy #MATRIX_ROWS lda #TILE g...
by kikutano
Thu Aug 15, 2019 9:05 am
Forum: NESdev
Topic: Increment PPU address by a number
Replies: 15
Views: 8513

Re: Increment PPU address by a number

Thanks a lot, I will try as soon as I can. :)
by kikutano
Thu Aug 15, 2019 8:06 am
Forum: NESdev
Topic: Increment PPU address by a number
Replies: 15
Views: 8513

Increment PPU address by a number

Hello to everyone, I'm creating a new prototype for NES. I've an "action space matrix" where the player can move in 4 directions as you can see in the image. https://i.ibb.co/7gZ52Ld/Screenshot-8.png I need to change the background into the matrix at runtime with some wall sprites. The matrix PPU ad...
by kikutano
Thu Aug 15, 2019 8:05 am
Forum: NESdev
Topic: Increment PPU address by a number
Replies: 1
Views: 3102

Increment PPU address by a number

Hello to everyone, I'm creating a new prototype for NES. I've an "action space matrix" where the player can move in 4 directions as you can see in the image. https://i.ibb.co/7gZ52Ld/Screenshot-8.png I need to change the background into the matrix at runtime with some wall sprites. The matrix PPU ad...