Search found 307 matches
- Thu Nov 23, 2017 5:00 am
- Forum: Homebrew Projects
- Topic: DELETE TOPIC
- Replies: 10
- Views: 15957
Re: Just Another Maze Game
DELETE TOPIC
- Wed Nov 15, 2017 2:48 pm
- Forum: Newbie Help Center
- Topic: Regarding CHR banks for MMC3
- Replies: 9
- Views: 4303
Re: Regarding CHR banks for MMC3
I had a code reset at bank0. Now it's ok. Thanks 

Code: Select all
TileSet0:
.incbin "demo.spr"
.incbin "demo.chr"
.bank 17
.org $0000
TileSet1:
.incbin "demo.spr"
.incbin "demo.chr"
- Wed Nov 15, 2017 3:07 am
- Forum: Newbie Help Center
- Topic: Regarding CHR banks for MMC3
- Replies: 9
- Views: 4303
Re: Regarding CHR banks for MMC3
Does NESASM3 have the ability to define 1KB CHR banks or do they always have 8KB? Recently I tried to do test namco163 ROM and set the CHR banks. Unfortunately nothing works (Graphics are not displayed). .inesprg 8 .ineschr 2 .inesmap 19 .inesmir 0 .bank 16 .org $0000 TileSet0: .incbin "demo.spr0" ....
- Fri Nov 10, 2017 4:48 am
- Forum: Homebrew Projects
- Topic: BomberMan / Dynablaster style game
- Replies: 9
- Views: 6233
Re: BomberMan / Dynablaster style game
When updating the NT you don't need to update the address if the next tile you update is right after the previous one. You're right, I did not think about it ... it changed a lot, thanks! :) I totally forgot that every write to 2007 registry increases the PPU's address by one... :oops: And actually...
- Fri Nov 10, 2017 2:35 am
- Forum: Homebrew Projects
- Topic: BomberMan / Dynablaster style game
- Replies: 9
- Views: 6233
Re: BomberMan / Dynablaster style game
Thanks. I noticed post on nintendoage. However, moving the BOMB_PPU_TILEx_Addrxx variables to the PPUs is a lot of code, and it takes NMI time - I do not know if this can be simplified with UNROM. However, in Bomberman there are no CHR banks switching, and there are many bombs and each has its own a...
- Thu Nov 09, 2017 1:09 pm
- Forum: Homebrew Projects
- Topic: BomberMan / Dynablaster style game
- Replies: 9
- Views: 6233
BomberMan / Dynablaster style game
Some time ago I tried to do a game similar to Bomber Man. The main reason was the curiosity I could do with my low programming capabilities ... I had some problems, but I could almost copy the basics of this game. Of course, still a long way to go and I have some things I can not solve. The first th...
- Sat Nov 04, 2017 6:54 am
- Forum: Newbie Help Center
- Topic: Scrolling ($2005) two nametables and stop at the last one
- Replies: 4
- Views: 1881
Scrolling ($2005) two nametables and stop at the last one
I have a problem with scrolling two screens (two nametable in all 2KB VRAM). I just wish that at the end of the scrolling would ideally stay on the second nametable ($ 2400). Unfortunately, when the XSCROLL value reaches FF, the second screen is uneven (one pixel). Two test roms, press any button to...
- Wed Nov 01, 2017 2:12 pm
- Forum: Homebrew Projects
- Topic: Micro Knight & Micro Knight 2 - my homebrew games
- Replies: 14
- Views: 13805
Re: Micro Knight & Micro Knight 2 - my homebrew games
Another simple m.k. game made by me. https://i.postimg.cc/47LnnGsq/mk-rotfs-1.jpg https://i.postimg.cc/fSVy9PbL/mk-rotfs-2.jpg https://i.postimg.cc/Z0nC2WLS/mk-rotfs-3.jpg https://i.postimg.cc/fkPJNMH0/mk-rotfs-4.jpg https://i.postimg.cc/cr861Pjk/mk-rotfs-5.jpg https://i.postimg.cc/xXD8XtVf/mk-rotfs...
- Sun Oct 22, 2017 2:11 pm
- Forum: Homebrew Projects
- Topic: DELETE TOPIC
- Replies: 10
- Views: 15957
Re: Just Another Maze Game
DELETE TOPIC
- Fri Oct 20, 2017 9:30 am
- Forum: Newbie Help Center
- Topic: The loop which sets various bits at a certain time/frames.
- Replies: 10
- Views: 2940
Re: The loop which sets various bits at a certain time/frame
ok thanks, everything works just as I wanted.
- Fri Oct 20, 2017 12:32 am
- Forum: Newbie Help Center
- Topic: The loop which sets various bits at a certain time/frames.
- Replies: 10
- Views: 2940
Re: The loop which sets various bits at a certain time/frame
To this variable (bits) I will refer to when I want to slow down the movement of objects on the screen. Their movement will be dependent on the need to run the given bit (set 1 = on, set 0- =off movement). Something like that.
- Thu Oct 19, 2017 2:19 pm
- Forum: Newbie Help Center
- Topic: The loop which sets various bits at a certain time/frames.
- Replies: 10
- Views: 2940
Re: The loop which sets various bits at a certain time/frame
Thanks, i try it. I've tried to do something before (using one byte) : TEST: LDA bits EOR #%00000001 STA bits LDA bits AND #%00000001 BNE n1 RTS n1: LDA bits EOR #%00000010 STA bits LDA bits AND #%00000010 BNE n2 RTS n2: LDA bits EOR #%00000100 STA bits LDA bits AND #%00000100 BNE n3 RTS n3: LDA bit...
- Thu Oct 19, 2017 12:41 pm
- Forum: Newbie Help Center
- Topic: The loop which sets various bits at a certain time/frames.
- Replies: 10
- Views: 2940
The loop which sets various bits at a certain time/frames.
I would need a code, which will be set and clear different bits (one byte=eight bits) in different time intervals (frames). For example: 00000001 - This bit is set every second frame (frame1 = 1(set), frame2 = 0(clear), frame3 = 1,frame4 = 0, etc etc) 00000010 - This bit is set every third frame (fr...
- Sun Sep 17, 2017 2:54 pm
- Forum: Newbie Help Center
- Topic: simple platform game to test - engine errors, comments, etc.
- Replies: 1
- Views: 1636
simple platform game to test - engine errors, comments, etc.
Any comments very welcome; It is mainly about any errors in the correctness of the game engine - collision, crossing maps, jumping, etc etc. (especially on real hardware).
- Thu Sep 14, 2017 5:38 pm
- Forum: Newbie Help Center
- Topic: Split one value into two independent Sprite digits
- Replies: 2
- Views: 1625
Re: Split one value into two independent Sprite digits
Okay, I got it. Now collected object (gold) increases the value in the "GOLDnumber1", which is reset upon reaching a value of 10, while increasing the value in one GOLDnumber2. The most important works ok. GOLD_Status: LDA #$F0 CLC ADC GOLD_Number1 STA GOLD1_T LDA #$F0 CLC ADC GOLD_Number2 STA GOLD2...