Search found 11894 matches

by tokumaru
Mon Nov 16, 2020 7:24 am
Forum: Newbie Help Center
Topic: Question about collision detection with other objects
Replies: 14
Views: 836

Re: Question about collision detection with other objects

I'm assuming you can also use the distance required for collision to calculate how much the other object needs to be pushed back to not be inside the other object. Yeah, the negative result after you subtract the partial hitboxes from the distance should tell you the amount of overlap between the h...
by tokumaru
Sun Nov 15, 2020 7:54 am
Forum: Newbie Help Center
Topic: Question about collision detection with other objects
Replies: 14
Views: 836

Re: Question about collision detection with other objects

What I've been doing lately is this: 1- Subtract the X of one object from the X of the other one to find the horizontal distance between them. To keep things fast (8-bit math), I ignore distances larger than 255 (there are no hitboxes large enough to cause collisions between objects that far from ea...
by tokumaru
Thu Nov 12, 2020 5:15 pm
Forum: SNESdev
Topic: Want a SNESDev Festival?
Replies: 8
Views: 861

Re: Want a SNESDev Festival?

I personally don't find the SNES or the Genesis as fun to code for as older consoles because they're "too powerful", graphically speaking. The SNES can display basically any kind of art as long as it's 2D and pixelated, which IMO makes games less charming and more generic-looking. Getting an SNES ga...
by tokumaru
Thu Nov 12, 2020 10:59 am
Forum: SNESdev
Topic: Want a SNESDev Festival?
Replies: 8
Views: 861

Re: Want a SNESDev Festival?

Simply declaring an event a "festival" won't make developers pop out of nowhere, though. I think you should plan the event according to how many developers there actually are, not how many you think there should be.
by tokumaru
Sat Nov 07, 2020 7:32 pm
Forum: NESdev
Topic: Zapper Logic
Replies: 18
Views: 1467

Re: Zapper Logic

The way you're wording this is a bit confusing... There's no "possibility of sending" anything, what happens is that the Zapper is constantly updating 2 pieces of information about itself: whether the trigger is pressed and whether it's detecting bright light from the TV. The program running on the ...
by tokumaru
Fri Nov 06, 2020 7:35 pm
Forum: Newbie Help Center
Topic: Extend oam_meta_spr in neslib to include sprite index offset
Replies: 7
Views: 1242

Re: Extend oam_meta_spr in neslib to include sprite index offset

XOR (EOR in 6502 ASM) is good because it can flip bits, not just clear (AND) or set (OR) them, so if you know the original value, you can use a mask to manipulate the bits and create any other value in a single operation. Using XOR for this also means that you are free to mix flipped and non-flipped...
by tokumaru
Fri Nov 06, 2020 11:43 am
Forum: Newbie Help Center
Topic: Extend oam_meta_spr in neslib to include sprite index offset
Replies: 7
Views: 1242

Re: Extend oam_meta_spr in neslib to include sprite index offset

For palette changes, I like to supply my meta sprite function with a byte that gets EOR'ed with each attribute byte from the meta sprite, and this can be used to change the palette (as long as the whole meta sprite uses only one palette). The EOR'ing step is needed for flipping anyway, so the only o...
by tokumaru
Fri Nov 06, 2020 6:33 am
Forum: Newbie Help Center
Topic: Extend oam_meta_spr in neslib to include sprite index offset
Replies: 7
Views: 1242

Re: Extend oam_meta_spr in neslib to include sprite index offset

Another use for this is preventing pattern table conflicts when mixing enemies/objects from different levels. A few years back I considered having all my meta sprites use only offsets for the tile numbers, which would each be added to a base index supplied by the object instance, so I could do dynam...
by tokumaru
Thu Nov 05, 2020 7:01 pm
Forum: SNESdev
Topic: Are High SNES Homebrew Expectations Justified?
Replies: 103
Views: 10211

Re: Are High SNES Homebrew Expectations Justified?

I didn't get that impression from the Game Boy Advance homebrew scene. The GBA still used the "Game Boy" brand and was compatible with earlier 8-bit games, so simpler games weren't foreign to that platform. Also, GBA homebrewing started when the hardware was still popular and owned by many people, ...
by tokumaru
Tue Nov 03, 2020 7:54 pm
Forum: NESdev
Topic: Background not rendering...
Replies: 6
Views: 1453

Re: Background not rendering...

You're setting the background to use the second pattern table (PPUCTRL bit 4), but you're using the first pattern table in NES Screen Tool. What does the second pattern table contain?
by tokumaru
Tue Nov 03, 2020 10:34 am
Forum: SNESdev
Topic: Console Emulation on SNES with FXPAK PRO.
Replies: 35
Views: 4917

Re: Console Emulation on SNES with FXPAK PRO.

Jurassic Park uses raycasting, a completely different method of rendering that doesn't require an enhancement chip. Raycasting and Binary Space Partitioning are just different techniques to find the walls in a pseudo-3D map, they have nothing to do with what actually gets rendered on the screen. Wo...
by tokumaru
Tue Nov 03, 2020 5:23 am
Forum: SNESdev
Topic: Are High SNES Homebrew Expectations Justified?
Replies: 103
Views: 10211

Re: Are High SNES Homebrew Expectations Justified?

The average retro gamer, not familiar with the specifics of game development, will have certain expectations after hearing the expression "SNES game". They will most definitely use the commercial releases from the 90's as a basis for comparison.
by tokumaru
Fri Oct 30, 2020 7:03 am
Forum: Newbie Help Center
Topic: Zelda 1: understanding the 'scrolling'
Replies: 8
Views: 2180

Re: Zelda 1: understanding the 'scrolling'

You can do any type of scrolling with any type of mirroring, but specific configurations can make the logic more convenient, or make scrolling artifacts near the edges harder to hide. Zelda 1 kinda took the easy way out, but you absolutely don't need an MMC1 or any other mapper with mirroring contro...
by tokumaru
Wed Oct 28, 2020 12:18 pm
Forum: NES Hardware and Flash Equipment
Topic: NES OAM attribute byte unused bits
Replies: 14
Views: 2895

Re: NES OAM attribute byte unused bits

Negative X wouldn't work without a way to detect it, and using different code paths. Y would, if implemented like lidnariq says. Yeah, I see what you mean. There's one way, but it's not ideal: turn on the 8-pixel mask on the left so that sprites can be hidden on a real NES when the X coordinate is ...
by tokumaru
Wed Oct 28, 2020 11:01 am
Forum: NES Hardware and Flash Equipment
Topic: NES OAM attribute byte unused bits
Replies: 14
Views: 2895

Re: NES OAM attribute byte unused bits

The extra range for X and Y coordinates might be interesting to implement in an emulator, allowing for slight enhancement of homebrews in certain situations (e.g. releases on modern platforms) without breaking compatibility with the original NES.