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PostPosted: Fri Mar 04, 2005 2:43 am 
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Joined: Fri Mar 04, 2005 2:26 am
Posts: 45
i am from china.
i have writen a very small nes,but i don't know how to give it to you.if someone want get it ,give me your e-mail please.

i am writing a nes program,but i'm very poor~
very poor in nes coding technic and English~
i think peple could help me in other country
Could I have a friend to xplore NES Program togather?


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PostPosted: Fri Mar 04, 2005 2:44 am 
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怕就是怕有朋友想帮我,告诉我,我也看不懂英文......
有没有能看懂中文的高手?~ 呵呵


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PostPosted: Fri Mar 04, 2005 2:48 am 
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Joined: Fri Mar 04, 2005 2:26 am
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It's 17:48PM here now~
Waiting...........
And my E-mail maoshan108_369@126.com


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PostPosted: Fri Mar 04, 2005 7:26 am 
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Joined: Sun Sep 19, 2004 10:59 pm
Posts: 1393
You need to be a bit more patient - nobody's going to answer your post within five minutes, considering most of us only check these forums once every several hours (along with the fact that a lot of us are in the USA, where it was 4:40am when you posted).

_________________
Quietust, QMT Productions
P.S. If you don't get this note, let me know and I'll write you another.


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PostPosted: Fri Mar 04, 2005 8:35 am 
Hi xian,

I'll email you, I'd like to see what you're writing.


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PostPosted: Fri Mar 04, 2005 8:35 am 
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Joined: Mon Sep 20, 2004 6:04 am
Posts: 3487
Location: Indianapolis
oops, that was me. I wasn't logged in.


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PostPosted: Fri Mar 04, 2005 8:38 am 
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Joined: Sun Sep 19, 2004 11:12 pm
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Location: NE Indiana, USA (NTSC)
xian106 wrote:
i am from china.
i have writen a very small nes,but i don't know how to give it to you.

Does the PRC firewall block yousendit.com?


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PostPosted: Fri Mar 04, 2005 6:09 pm 
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Joined: Fri Mar 04, 2005 2:26 am
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I have sended E-Mail to you,Memblers!
My english is too poor. If I maked some mistake,don't laugh at me~
OK, I'm going to writing my game.It's 9:10 A.M~


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PostPosted: Fri Mar 04, 2005 6:12 pm 
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Joined: Fri Mar 04, 2005 2:26 am
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it's must be 8:00 AM next day when you see my post....
:)
I will E-Mail to you when I finished the swing for the seaweed.


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PostPosted: Fri Mar 04, 2005 10:47 pm 
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Location: Indianapolis
Don't worry, your english is just fine. :)

I received your email, there was only a .DOC file. But I thought there should've been 3 attachments from your description, is that right?

I can upload the .doc for everyone else to view if you want.

I read it with translation software (I'm surprised, it actually translated pretty well. With just a few odd parts). Sounds like it would be an interesting game.


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PostPosted: Sat Mar 05, 2005 1:01 am 
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Joined: Fri Mar 04, 2005 2:26 am
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In that .doc I have deleted some function in the game,because I don't think I can do it.
I want to upload the doc,nes,and source after the program finished.
I finished the seaweed,but it seems something wrong.Please check your e-mail and help me,if your are interested.I write note in English for you in the .asm.


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PostPosted: Sat Mar 05, 2005 2:47 am 
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Joined: Fri Mar 04, 2005 2:26 am
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I will load player and enemy.
Different enemy will appear,and in different position.
I want use only one subprogram to load player and all enemy.
I think I would make a table like:
;w ;h ;y ;t ;s ;x
fish_1:
db $01 $01 $100 $25 $00 $0
fish_2:
db $02 $02 $80 $???????

I don't know how to do it when TILE is not 1.
And don't know how to let them appear.
could you help me? My English is too bad,don't just say how to do it,please give an example.You can contain just 2 fish in the example.THX.

I have try to do it,but I have no idea at all.

Who could help me PLS? :oops:


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PostPosted: Sat Mar 05, 2005 9:47 am 
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it'd be easiest to keep each entry in your table's size a power of 2 value -- 2, 4, 8, 16, 32 bytes, etc. This way you can do quick bitshifting to get the proper index. To add on to your previous example.... pad each entry of the table to 8 bytes:

Code:
fish_data:
db $01 $01 $FF $25 $00 $00    $00 $00  ; Fish 1's data
db $02 $02 $80 $xx $xx $xx    $xx $xx  ; Fish 2's data
; rest of fish data



load_fish_data:

; get the ID of the fish whose data you want to load
LDA fish_id    ; 0 would load fish1's data, 1 would load fish 2's, etc

; multiply by 8 (8 bytes per fish)
ASL A
ASL A
ASL A

; move it to an index reg
TAX

; Load from your table
LDA fish_data, X
STA fish_w_data

LDA fish_data+1,X
STA fish_h_data

LDA fish_data+2,X
STA fish_y_data

;etc

RTS



Also note I changed fish1's Y position to $FF instead of $100 (since $100 can't be represented in a byte -- it would either be truncated to $00, or it would distort your table)


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PostPosted: Sun Mar 06, 2005 5:03 am 
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Joined: Fri Mar 04, 2005 2:26 am
Posts: 45
Thank you very much,Disch.
I will have a try.But I have no time to do it today.I will do it tomorrow.
I think my fish will appear!


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PostPosted: Sun Mar 06, 2005 7:55 pm 
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Joined: Fri Mar 04, 2005 2:26 am
Posts: 45
But my fishes tiles are 1,2,4,6,9
So my tables are not 8 bytes allways,they are 5,6,8,10,13...
How can I do it?
use add #$5
add #$6
add #$8
add #$b?
Or other method?


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