Search found 31 matches

by mantanz
Mon Jul 24, 2017 2:34 pm
Forum: Newbie Help Center
Topic: Is there a better way to INX 4 times?
Replies: 33
Views: 5606

Re: Is there a better way to INX 4 times?

Hm.. It sounds like your assembler assumes another path for your .included files than you'd expect. NESASM3 users might want to chime in on that. I checked the docs, paths are correct and no issues assembling (which I did get when I named the file incorrectly) so I think it's my code. I'll have ano...
by mantanz
Mon Jul 24, 2017 1:46 pm
Forum: Newbie Help Center
Topic: Is there a better way to INX 4 times?
Replies: 33
Views: 5606

Re: Is there a better way to INX 4 times?

Yeah, excellent points. I'll clean it all up when I get home. At the moment I'm still struggling to get the code working when in an external asm file. Works when in main file... odd. lol.
by mantanz
Mon Jul 24, 2017 1:24 pm
Forum: Newbie Help Center
Topic: Is there a better way to INX 4 times?
Replies: 33
Views: 5606

Re: Is there a better way to INX 4 times?

Just calling it "four_count," are you sure you'll know what that is if you come back to it in a couple of years? I would call it something INX_4X to make it more clear what it's doing, and then if you want to tell the reason or significance, put that in the comment to the right. I commented it :) B...
by mantanz
Mon Jul 24, 2017 12:03 pm
Forum: Newbie Help Center
Topic: Is there a better way to INX 4 times?
Replies: 33
Views: 5606

Re: Is there a better way to INX 4 times?

Wow thanks for all the info, guys!
by mantanz
Mon Jul 24, 2017 3:27 am
Forum: Newbie Help Center
Topic: Is there a better way to INX 4 times?
Replies: 33
Views: 5606

Re: Is there a better way to INX 4 times?

depending on your assembler, you can also use the .repeat / .rept directive to repeat a line or block of code at assembly time. So you don't really need to define a macro for it. your macro looks odd. nomally, a macro would be defined like this: .macro name do this and that .endm Put your macros in...
by mantanz
Mon Jul 24, 2017 3:15 am
Forum: Newbie Help Center
Topic: Is there a better way to INX 4 times?
Replies: 33
Views: 5606

Re: Is there a better way to INX 4 times?

FrankenGraphics wrote:depending on your assembler, you can also use the .repeat / .rept directive to repeat a line or block of code at assembly time. So you don't really need to define a macro for it.
Cool! I'm using NESASM3. I'll look into that:)
by mantanz
Mon Jul 24, 2017 2:44 am
Forum: Newbie Help Center
Topic: Is there a better way to INX 4 times?
Replies: 33
Views: 5606

Re: Is there a better way to INX 4 times?

If the issue is with cleaning up the look of your code, rather than performance or size optimization, you could use macros instead. It usually helps keeping things much more manageable, without impacting the actual result. Good point. That's what I'll do. Right now I'm struggling with splitting my ...
by mantanz
Mon Jul 24, 2017 2:25 am
Forum: Newbie Help Center
Topic: Is there a better way to INX 4 times?
Replies: 33
Views: 5606

Re: Is there a better way to INX 4 times?

Didn't read the codes, but what's the problem with using INX four times? It looks clean (for assembly especially) and effective and probably uses fewer cycles than most other solutions(possibly more compact codes even, as the 4 INXs are just 4 bytes in machine code). If you have to increase X by 40...
by mantanz
Mon Jul 24, 2017 2:20 am
Forum: General Stuff
Topic: First Programming Language?
Replies: 57
Views: 17016

Re: First Programming Language?

Mine was GameSalad... not that it is a language... but it was the tool I used to make my first game. I then studied C/C++, so I guess C was my first language. When I started using Unity I coded in JS. I did do SOME BASIC on C64 as a kid but VERY little...
by mantanz
Mon Jul 24, 2017 2:18 am
Forum: Newbie Help Center
Topic: Best way to handle sprites?
Replies: 7
Views: 1895

Re: Best way to handle sprites?

I'd say if you are just starting out, go with CHR-ROM for your graphics data. That way you never have to worry about "loading" anything. If you have multiple banks of ROM data for your graphics, you WILL have to tell the mapper chip which banks to use, which is really easy, but when you're starting...
by mantanz
Mon Jul 24, 2017 2:14 am
Forum: Newbie Help Center
Topic: Is there a better way to INX 4 times?
Replies: 33
Views: 5606

Is there a better way to INX 4 times?

Hi guys, Here's my code to move my spaceship up. Just wondering in there's 'cleaner' way to perform INX four times in a row? It works obviously but it just feels and looks wrong to me. LOL. I reralise I can nest another loop but that's a heap more code than just writing INX four times and I'm guessi...
by mantanz
Sun Jul 23, 2017 1:31 am
Forum: Newbie Help Center
Topic: Best way to handle sprites?
Replies: 7
Views: 1895

Re: Best way to handle sprites?

Awesome, thanks for the info/help, guys! Pretty sure I understand all that :)

It's early days for me. So far I have my ship moving around. Next I'll implement my shooting bullets and then I'll start working out background stuff. Step by step :)
by mantanz
Sun Jul 23, 2017 12:05 am
Forum: Newbie Help Center
Topic: Best way to handle sprites?
Replies: 7
Views: 1895

Re: Best way to handle sprites?

Ah OK. Cool. So you can have all 64 ready to go? Perhaps loading wasn't the right term. I'm very new to this asm stuff. It's possible to clear the PPU and load new tile sets on the fly right? Basically I want to turn the background black at the end of a level, clearing the background, and load a new...
by mantanz
Sat Jul 22, 2017 11:42 pm
Forum: Newbie Help Center
Topic: Best way to handle sprites?
Replies: 7
Views: 1895

Best way to handle sprites?

I'm working on a side scrolling shooter and in the past using Unity etc I've often loaded my sprites into a pool and just activated them when needed. Sometimes I'd just move them off screen. So basically with NES is it better to load my enemies/bullets etc and keep them off screen until needed or sh...
by mantanz
Fri Jul 21, 2017 5:06 am
Forum: NESdev
Topic: Galaga - Breaking the 8 sprite limit
Replies: 2
Views: 1333

Re: Galaga - Breaking the 8 sprite limit

Ha! Why didn't I think to do that? Probanly because I've done everything in Unity for the last 7 years. lol. Thanks!
Yeah the movement is what made me think it was background tiles. Pretty clever trick!
I think the most fun thing about NES dev is dealing with its limitations.