Search found 48 matches

by samophlange
Mon Jan 07, 2019 9:54 pm
Forum: Newbie Help Center
Topic: A thread where I'm going to ask some math questions
Replies: 40
Views: 14153

Re: A thread where I'm going to ask some math questions

Thanks to all the folks in this thread (and re-reading that article on 6502.org several times) I've got some good general purpose math routines and I'm slowly changing some game objects over to have some nicer movement characteristics. :D Is there a clever/compact way to see if two variables have th...
by samophlange
Mon Jan 07, 2019 9:41 pm
Forum: Newbie Help Center
Topic: Organizing it All
Replies: 11
Views: 4013

Re: Organizing it All

tokumaru wrote:Local variables are declared in each subroutine's file. Parameters are local variables with global aliases.
Can you show an example? I'm not happy with the solution I've been using for locals and parameters, but I don't 100% know what you mean by this.
by samophlange
Wed Dec 19, 2018 7:07 pm
Forum: Newbie Help Center
Topic: Help with separating Game Logic from NMI
Replies: 6
Views: 4005

Re: Help with separating Game Logic from NMI

The minimal ca65 example demonstrates a good approach for this, including having the game logic write render commands to a buffer that the NMI then handles at the appropriate time.
by samophlange
Mon Dec 17, 2018 10:23 pm
Forum: General Stuff
Topic: I feel like shooting myself next time anyone calls me an MRA
Replies: 53
Views: 16723

Re: I feel like shooting myself next time anyone calls me an

I'd like to add my voice to those who would prefer not to see this type of interaction tolerated here. This is a place for people to share information about a hobby, and it functions best if it is a collaborative and cooperative environment. Posts written with the intent to incite confrontation and ...
by samophlange
Mon Dec 10, 2018 10:55 pm
Forum: 2018 NESdev Competition
Topic: Tesla Versus Edison
Replies: 10
Views: 13093

Re: Tesla Versus Edison

Look quite nice. Altough I was not able to score a single hit. Thanks for the feedback! Yeah, it definitely needs some tuning on motion and power up drop rates. Right now, you pretty much play to a draw unless you use a power-up, and a couple aren't working right in that build. It should feel bette...
by samophlange
Mon Dec 10, 2018 9:21 pm
Forum: 2018 NESdev Competition
Topic: Tesla Versus Edison
Replies: 10
Views: 13093

Re: Tesla Versus Edison

Thanks for the kind comments! I've attached a ROM to the title post that shows off the graphics and music, the guy working on that has been doing killer work. It's still got bugs and needs tuning, but its at a good point to see where it's heading. :D
by samophlange
Sun Dec 09, 2018 11:38 am
Forum: NESdev
Topic: CastlevaniaBot
Replies: 3
Views: 3019

Re: CastlevaniaBot

This is very cool! Thanks for the write up, its neat to see how many details you had to consider. How long you spend working on this?
by samophlange
Sat Dec 08, 2018 5:39 pm
Forum: Newbie Help Center
Topic: A thread where I'm going to ask some math questions
Replies: 40
Views: 14153

Re: A thread where I'm going to ask some math questions

Yeah good call, I was a bit confused. I was thinking of a "divide by 2" situation where you don't shift the sign bit, but instead preserve it. Something like this: (assume some_val is a 24 bit signed variable) lda @some_val+2 cmp #%10000000 ;copy bit 7 to carry to preserve sign ror @some_val+2 ror @...
by samophlange
Sat Dec 08, 2018 12:01 pm
Forum: Newbie Help Center
Topic: A thread where I'm going to ask some math questions
Replies: 40
Views: 14153

Re: A thread where I'm going to ask some math questions

I've been making progress getting some general purpose math routines in to the game. My current goal is to convert one object over to use signed 24bit fixed point values for position and velocity to get more natural looking movement and acceleration, and use that to get the hang of this stuff. Writi...
by samophlange
Wed Nov 21, 2018 11:36 am
Forum: Newbie Help Center
Topic: Is there a clever way to do small random numbers?
Replies: 26
Views: 8312

Re: Is there a clever way to do small random numbers?

Dwedit wrote:How bout a linear feedback shift register?
I'm not familiar with it, but I'll google it. What should I look for to map to this problem?
by samophlange
Wed Nov 21, 2018 9:05 am
Forum: 2018 NESdev Competition
Topic: Critical Match
Replies: 15
Views: 12986

Re: Critical Mass

Sounds like an interesting concept!
by samophlange
Fri Nov 16, 2018 6:30 pm
Forum: Newbie Help Center
Topic: Is there a clever way to do small random numbers?
Replies: 26
Views: 8312

Re: Is there a clever way to do small random numbers?

Thanks for the suggestions! I knew there was something a bit more fit to purpose.
by samophlange
Fri Nov 16, 2018 10:31 am
Forum: Newbie Help Center
Topic: Is there a clever way to do small random numbers?
Replies: 26
Views: 8312

Is there a clever way to do small random numbers?

I've got a working version of the random number generator from the wiki, and I'm trying to think of a good way to generate numbers that in the 0-5 or 0-10 range. I know a good general purpose way of generating numbers in a range is to keep generating values until you get a number under the ceiling, ...
by samophlange
Fri Nov 16, 2018 9:50 am
Forum: 2018 NESdev Competition
Topic: Tesla Versus Edison
Replies: 10
Views: 13093

Tesla Versus Edison

Updated with submission ROM This is a two player game, but we do have some basic AI in place since that makes it easier for us to test. It is basically pong with an extra layer of strategy based on power-ups, and some really fun music and a neat theme to the graphics. Earlier this year, I started w...
by samophlange
Wed Nov 14, 2018 10:54 am
Forum: General Stuff
Topic: Are homebrew devs "accessories" to Nintendo's aggression?
Replies: 17
Views: 7451

Re: Are homebrew devs "accessories" to Nintendo's aggression

His argument(?) relies on NES homebrew development increasing sales of current Nintendo products. Micro Mages, an absolute blockbuster from a homebrew perspective, had less than 5k backers. The NES and SNES class have sold over 10m units. These markets operate on vastly different scales, claiming on...