Search found 8044 matches
- Tue Sep 13, 2005 12:21 pm
- Forum: NESdev
- Topic: Really good "special effects" in games
- Replies: 40
- Views: 22324
Interesting, but it actually uses ugly code that will never return from an interrupt, and the tiles that are on-screen aren't very good-looking. I think this one should be improved. Another challenge would be to use only an UNROM card or something and does this with CHR RAM. I really like games that...
- Tue Sep 13, 2005 8:55 am
- Forum: NES Hardware and Flash Equipment
- Topic: FC mapper documents better than Firebugs?
- Replies: 1
- Views: 2968
There is a huge set of mapper doccuments at the NESDev's main page : http://nesdev.com
I canot help you more.
I canot help you more.
- Tue Sep 13, 2005 8:49 am
- Forum: NESemdev
- Topic: Nintendulator/sprite issues...
- Replies: 19
- Views: 10150
- Tue Sep 13, 2005 8:46 am
- Forum: NESdev
- Topic: Really good "special effects" in games
- Replies: 40
- Views: 22324
I'd like to input something like FireFly in a dark RPG place, where the light would follow the hero (scince the hero is always in the center of the screen, this could be simpler). Or for a RPG where the screens stops to move when you walk on a border of the map, the hero will moove then. I rally can...
- Mon Sep 12, 2005 12:45 pm
- Forum: NESemdev
- Topic: ines mapper number and unif board name
- Replies: 5
- Views: 4023
- Mon Sep 12, 2005 9:54 am
- Forum: NESdev
- Topic: Really good "special effects" in games
- Replies: 40
- Views: 22324
- Mon Sep 12, 2005 9:04 am
- Forum: NESdev
- Topic: Really good "special effects" in games
- Replies: 40
- Views: 22324
I tried to figure how the mega-FF1 orb beam was made. I eventually got that this is pretty easy to do. Just be sure to turn the color emphasis / grayscale bits at a fixed point on the screen, then wait for a few cycles depending on how much large is your beam, to eventually turn it back on. The whol...
- Mon Sep 12, 2005 8:53 am
- Forum: NESdev
- Topic: Call me stupid, but I can't understand Loopy's scrooling doc
- Replies: 14
- Views: 10215
Battletoads does write twite to $2006 to get the vertical scrooling, then twice to $2005 to get horizontal scrooling (the second write is dummy and don't actually need to be there). All licenced games seems to do like this, and the only restriction is that they need timed code to setup fine vertical...
The SPC instuction set definitely lacks decent doccumentation. Your MOVW YA, $f3 would load A with $f3 and Y with $f4, which is pretty crazy because A will load from the DPS register $f5 (scince adress is 7 bits, it will be $75) so channel 7 attack/decay register, and load Y with the main CPU transf...
- Sun Sep 11, 2005 9:41 am
- Forum: NESdev
- Topic: Call me stupid, but I can't understand Loopy's scrooling doc
- Replies: 14
- Views: 10215
- Sat Sep 10, 2005 1:16 pm
- Forum: NESdev
- Topic: Object collision
- Replies: 107
- Views: 60012
You have a table arranged like this (I put random characters in it) : A X U W O L T S Z W K Y M Q S U E U W P E Q S G E I S L Now you want to got the P that is in the third row and the sixth column. You have two indexes, one is 2 (the count starts from zero, so the third row is number 2), and 5 (als...
- Sat Sep 10, 2005 10:56 am
- Forum: NESdev
- Topic: Object collision
- Replies: 107
- Views: 60012
You mean that the whole 8-bit argument is a waste to check only one bit, right ? If so, yeah, some processors have the ability to check a bit like this. The SPC-700 and CMOS 6502 can, I think. But the NMOS 6502 isn't able to do this. Instead, just load the tile value in the accumulator, and check fo...
- Fri Sep 09, 2005 11:48 am
- Forum: NESemdev
- Topic: cycle for cycle stuff
- Replies: 99
- Views: 65821
- Fri Sep 09, 2005 9:12 am
- Forum: NESdev
- Topic: So I'd like to make an RPG for the NES..
- Replies: 9
- Views: 12160
- Thu Sep 08, 2005 9:15 am
- Forum: NESdev
- Topic: Object collision
- Replies: 107
- Views: 60012
Design the data as you like, I recoomend not using any compression the first time, then, you can found some compression algorithms on the net or make your own, depending of how the data is organized. The usual way is to beak a map into blocks, and each blocks will have it's own index to tile data, a...