Search found 11985 matches

by tokumaru
Mon Mar 01, 2021 6:47 pm
Forum: NESdev
Topic: How to get controller working? (reading/writing)
Replies: 14
Views: 478

Re: How to get controller working? (reading/writing)

What Quietust said is particularly important when processing things that should happen only once when a button is pressed. For example, shooting. When the player presses the fire button, you don't want to spawn a new bullet for every frame that the button is held down, you only want to do it when th...
by tokumaru
Mon Mar 01, 2021 6:31 pm
Forum: NESdev
Topic: How to get controller working? (reading/writing)
Replies: 14
Views: 478

Re: How to get controller working? (reading/writing)

Do you mean that all buttons should be hold in 1 variable? Yes, this is what most games do. A byte has 8 bits, exactly what need to store the state of all the buttons in an NES controller. I stead of ANDing and BEQing to test each button, you can just shift the state bit out of the value read from ...
by tokumaru
Mon Mar 01, 2021 3:09 am
Forum: NESdev
Topic: How to get controller working? (reading/writing)
Replies: 14
Views: 478

Re: How to get controller working? (reading/writing)

FrameCounter is a variable, yes. It looks okay to me now. Is it working? For the next step I think you should implement proper controller reading. The method you're using has several drawbacks, and no games do it like that. What real games do is read all 8 bits of controller state into a variable at...
by tokumaru
Sun Feb 28, 2021 9:18 pm
Forum: Newbie Help Center
Topic: Completed Nerdy Nights Advanced Tutorials - Next Step To Develop A Platformer?
Replies: 2
Views: 87

Re: Completed Nerdy Nights Advanced Tutorials - Next Step To Develop A Platformer?

Scrolling consists in watching the movement of the camera and drawing a new column of tiles/metatiles whenever it crosses specific boundaries. If your game uses 16x16-pixel metatiles, then ideally you'd draw a new column of them every time the camera crosses a 16-pixel boundary. To detect the camera...
by tokumaru
Sun Feb 28, 2021 10:40 am
Forum: NESdev
Topic: Compilation Of A PDS Game
Replies: 13
Views: 339

Re: Compilation Of A PDS Game

Even compressors targeting the same decompressor are unlikely to produce e same results, due to the use of different parsing strategies, but my compressor doesn't even generate binaries compatible with Codemasters' decoder, I made a few changes to the format. Are you saying that my compressor is exp...
by tokumaru
Sun Feb 28, 2021 10:28 am
Forum: NESdev
Topic: How do I have to structure my code?
Replies: 2
Views: 142

Re: How do I have to structure my code?

1. General question: What in my code should I change/remove/improve? I just replied in your other thread explaining the problems with the current organization of your code. 2. Is the Controller Part game logic or is it NMI part? That depends on where you want to put your game logic. If you want the...
by tokumaru
Sun Feb 28, 2021 10:13 am
Forum: NESdev
Topic: How to get controller working? (reading/writing)
Replies: 14
Views: 478

Re: How to get controller working? (reading/writing)

Hum, there are a few problems here, l'll try to cover everything. There's no need to have a title screen loop if you don't have a title screen, but you can leave it there with the unconditional jmp InitializeGameplay as a placeholder if you want. Once you do implement a title screen, you'll want to ...
by tokumaru
Sat Feb 27, 2021 2:59 am
Forum: NES Music
Topic: Music speed weirdness using Famitone2's text2data.exe
Replies: 5
Views: 196

Re: Music speed weirdness using Famitone2's text2data.exe

bleubleu wrote:
Fri Feb 26, 2021 8:34 pm
I fixed at ton of issue with the original FT2 exporter in FamiStudio. If you want to give it a try for your conversion, that might be worth a shot. 100% of the FamiTracker features supported by FT2 are supported.
Cool, I'll take a look!
by tokumaru
Fri Feb 26, 2021 5:22 am
Forum: General Stuff
Topic: question about systems that support PAL60 systems
Replies: 14
Views: 569

Re: question about systems that support PAL60 systems

PAL-M is definitely 480 lines. I'm having a hard time distinguishing PAL-M from PAL 60.
by tokumaru
Fri Feb 26, 2021 4:28 am
Forum: General Stuff
Topic: question about systems that support PAL60 systems
Replies: 14
Views: 569

Re: question about systems that support PAL60 systems

BTW, what's the difference between PAL 60 and PAL-M?
by tokumaru
Thu Feb 25, 2021 1:29 pm
Forum: NESdev
Topic: How to get controller working? (reading/writing)
Replies: 14
Views: 478

Re: How to get controller working? (reading/writing)

Yeah, the RAM clearing is correct now. TBH, clearing RAM is not a mandatory step when initializing the NES, and if you code your programs well, it doesn't really matter what values are in RAM at the beginning of the program (this is why the program still worked when you had $FF). But if your goal is...
by tokumaru
Thu Feb 25, 2021 10:49 am
Forum: NESdev
Topic: How to get controller working? (reading/writing)
Replies: 14
Views: 478

Re: How to get controller working? (reading/writing)

Wait a minute, by JMPing directly to the infinite loop you're completely skipping the sprite initialization to ($80, $80), I don't see how the spire could end up at that position at all. You have to make sure that the initialization to ($80, $80) runs only once, before the game enters the infinite l...
by tokumaru
Thu Feb 25, 2021 10:11 am
Forum: NES Hardware and Flash Equipment
Topic: Split ONE file 4096Ko to 512Ko create 9 files vs 8
Replies: 2
Views: 162

Re: Split ONE file 4096Ko to 512Ko create 9 files vs 8

These files probably have a 512-byte header that you should be removing.
by tokumaru
Wed Feb 24, 2021 11:24 am
Forum: NESdev
Topic: How to get controller working? (reading/writing)
Replies: 14
Views: 478

Re: How to get controller working? (reading/writing)

I looks like you're going for the "all in the NMI" approach, except for the initialization of the sprite, which's in the main loop. Like Quietust said, you're constantly resetting the sprite to its initial position in the main loop, so any movement that takes place in the NMI handler is undone by th...
by tokumaru
Wed Feb 24, 2021 10:46 am
Forum: NES Music
Topic: Music Playback Very Slow
Replies: 15
Views: 3239

Re: Music Playback Very Slow

I haven't tested anything yet, but just looking at the files generated by text2data it does indeed look like it's shuffling the effects between channels 0 and 4, and whenever they go on channel 4 they don't work, because I have FT_DPCM_ENABLE = 0. I can only assume that the OP's problem is the same,...