Search found 82 matches

by bigjt_2
Sun Oct 17, 2010 8:32 pm
Forum: Homebrew Projects
Topic: Nomolos: Storming the Catsle
Replies: 67
Views: 47935

I think it's looking pretty slick, myself. The collision detection looks spot on and everything seems to be moving in a good, solid manner. And the dragon!! I'll play the game for that boss alone! That looks great!
by bigjt_2
Thu Aug 05, 2010 7:22 am
Forum: NESdev
Topic: New Game: Assimilate
Replies: 6
Views: 2959

It kinda reminds me of Cosmic Ark. Maybe Evil Cosmic Ark. Ahhh, the 2600... Any chance a demo will be put out of the first level or anything? I'd like to play it, looks fun! Most likely I'll have a demo at some point. I'm not sure yet if I want to post this one you see in the video online just beca...
by bigjt_2
Wed Aug 04, 2010 9:24 pm
Forum: NESdev
Topic: New Game: Assimilate
Replies: 6
Views: 2959

New Game: Assimilate

Hey Everyone, Here is my first full-blown game project. It's been approx. two months in the making and the engine is almost complete. Soon I begin adding levels. Here are some vids of the gameplay demo on youtube, just to give people an idea of what I'm going for. Playing on Nintendulator: http://ww...
by bigjt_2
Mon Jul 05, 2010 11:17 am
Forum: Newbie Help Center
Topic: Opcodes per frame
Replies: 7
Views: 2645

Another important thing is that even though a sprite DMA is triggered by a 4-cycle instruction (ST* $4014), the actual data transfer takes 513 cycles, so the math will be really off if you time your update routines by counting instructions. I didn't even think about sprite DMA. It takes that many c...
by bigjt_2
Mon Jul 05, 2010 5:55 am
Forum: Newbie Help Center
Topic: Opcodes per frame
Replies: 7
Views: 2645

So that's ~2273 total CPU cycles during vblank time. Most instructions you'd run during vblank time are 4 cycles long. So we're looking at approximately 500 instructions. Thanks Dwedit. Let me answer what will probably be your next question. To get the most out of vblank time, prepare a buffer in m...
by bigjt_2
Sun Jul 04, 2010 3:03 pm
Forum: Newbie Help Center
Topic: Opcodes per frame
Replies: 7
Views: 2645

Opcodes per frame

Hey all, To all my fellow yanks reading this, Happy 4th! To everyone else, hi! Anyway, I seem to remember reading a post on here awhile back that I think was discussing instructions per second. I can't find it now. I'm just curious in finding out roughly (I know it changes depending on the opcodes) ...
by bigjt_2
Tue Mar 23, 2010 9:06 am
Forum: General Stuff
Topic: History of Nintendo Video
Replies: 20
Views: 5467

Yeah, if you read "Game Over" or "The Ultimate History of Video Games" they go into greater detail about this period, and it was insane what Nintendo had to do just to get the NES in NYC stores. Retailers had been so badly stung by the crash of '83 that Nintendo practically had to beg them for a cha...
by bigjt_2
Mon Mar 22, 2010 10:34 am
Forum: General Stuff
Topic: History of Nintendo Video
Replies: 20
Views: 5467

These are some really cool videos. Howard Lincoln sounds way different from what I envisioned when he talks. His speech and mannerisms really reflect his lawyer background.
by bigjt_2
Mon Mar 15, 2010 2:43 pm
Forum: Homebrew Projects
Topic: Video of Concentration Room
Replies: 53
Views: 53841

I just went to your site and played it, tepples. Very fun! As soon as my FFXIII addiction sways somewhat, I'll have to play it on powerpak in the NES.
by bigjt_2
Tue Mar 02, 2010 5:40 pm
Forum: NESdev
Topic: Help with noob problems in my noob code?
Replies: 55
Views: 15792

Okay, I see the difference now. So in this instance the graphic update (and the only thing that really needs done in NMI) is the DMA, which is simply transferring my sprites (with their current attributes and coordinates) from my RAM (in this case the $0200 page) to the PPU (through the $4014 write ...
by bigjt_2
Tue Mar 02, 2010 3:28 pm
Forum: NESdev
Topic: Help with noob problems in my noob code?
Replies: 55
Views: 15792

Thanks so much guys, I've learned a lot from this thread and the document metalslime recommended about NMI and Vblank. Just to check that I understand and am doing things a little better, I've placed some new code at the link below where I've placed the logic into a main loop called GameLogic:, sepa...
by bigjt_2
Sat Feb 27, 2010 7:36 am
Forum: NESdev
Topic: Help with noob problems in my noob code?
Replies: 55
Views: 15792

There are three ways to structure your code: Like Super Mario Bros., with everything after the init code in the NMI handler; main thread is just "forever: jmp forever" Like Final Fantasy and LJ65, with everything in the main thread and an NMI handler that just sets a flag that NMI occurred VRAM upd...
by bigjt_2
Sat Feb 27, 2010 7:33 am
Forum: NESdev
Topic: Help with noob problems in my noob code?
Replies: 55
Views: 15792

edit: the reason collision_subroutines.nes is crashing in Nintendulator/Nestopia is you have a line in your code that isn't indented. The RTS command in RightCollisionTest needs to be indented. Fix that and the program runs fine. Of course it would be something that simple I overlook. :-/ Thanks, m...
by bigjt_2
Sat Feb 27, 2010 7:29 am
Forum: NESdev
Topic: Help with noob problems in my noob code?
Replies: 55
Views: 15792

Please keep in mind as you read this (and especially if you look at my amatuerish code in the .asm files) that I am a VERY green noob and not a programmer. Do you know about the basics of programming at the least? If not, this will make you life quite a living hell by starting to program on the nes...
by bigjt_2
Fri Feb 26, 2010 11:27 pm
Forum: NESdev
Topic: Help with noob problems in my noob code?
Replies: 55
Views: 15792

Does NESASM have the capability to output a table of debugging symbols? Usually you can estimate the ROM size from that. Otherwise look at it in a hex editor. No. Each line of assembly language code becomes 1 to 3 bytes of object code, except for bulk data directives like .byt, .addr, or .incbin. I...