Search found 32 matches

by CrashTest
Sun Sep 04, 2011 10:28 pm
Forum: NESdev
Topic: Object spawning logic in commercial games
Replies: 29
Views: 7775

I still like the method that I came up with, which I described in the other thread, it's basically a binary search every time a new 128x128 pixel area is exposed. When scrolling horizontally, it's 3 sections exposed, when scrolling vertically, 3 sections exposed. Even 6 binary searches is lightning...
by CrashTest
Sun Sep 04, 2011 9:18 pm
Forum: NESdev
Topic: Object spawning logic in commercial games
Replies: 29
Views: 7775

Does your engine handle object bounding boxes? When scrolling right, it would have to adjust the spawn point based on the left side of the bounding box, and vice versa. Or two separate spawn points would have to be stored, one for the left and one for the right side. I guess it might also be useful...
by CrashTest
Wed Aug 19, 2009 2:49 pm
Forum: NESdev
Topic: Could you test my scrolling engine on an actual NES (MMC3)?
Replies: 3
Views: 2379

Could you test my scrolling engine on an actual NES (MMC3)?

Hi All, Download Link http://www.megaupload.com/?d=YOX679A9 I have a demo of my engine to test out, and I was wondering if someone could test it for me on an actual NTSC NES (with a powerpak). It uses a few different raster effects, and is timing sensitive. I've got a top status bar, with a midframe...
by CrashTest
Wed Aug 19, 2009 2:37 pm
Forum: NESdev
Topic: Random item dropping
Replies: 10
Views: 3994

How about associating a probability of dropping each item n is 256 chance, for example lets say you have a table with: 80/255 - health 15/255 - weapon 5/255 - extra life otherwise nothing Assuming you want to limit the drops to one item dropped at most: you generate a random number from 0-255, and t...
by CrashTest
Wed Aug 19, 2009 1:37 pm
Forum: Homebrew Projects
Topic: Public demo rom of Battle Kid - Updated
Replies: 52
Views: 28811

This is a pretty cool game technically, nice job! I played up to the boss. Gameplay wise.. wow, its really hard, similar in toughness and gameplay to the end levels in "An Untitled Story". I like tough games, but it would be nice to have a "normal" mode, where you have some number of hitpoints like ...
by CrashTest
Sun Dec 21, 2008 12:43 pm
Forum: NESdev
Topic: Opinions on floor collision
Replies: 19
Views: 7531

Bkg slope/char interaction

I've got the same exact issue with sloped tiles in my project as well. I've also got a lookup table per character type for the y height per x value. I'm going for a slope tile system something like the arcade version of strider. So far what I'm doing is having a single floor detection point (F) on t...
by CrashTest
Sun Nov 16, 2008 12:07 pm
Forum: Newbie Help Center
Topic: list of emulators for windows xp?
Replies: 2
Views: 1818

Nestopia and Nintendulator are good. From what I hear If your game works on both these, chances are it will work on real hardware. I've used JNES, I use some scrolling tricks that work on real hardware that don't work on JNES, so it's not so accurate if you are doing anything with status bars, or mm...
by CrashTest
Sun Nov 16, 2008 3:18 am
Forum: NESdev
Topic: MMC3 bank switching?
Replies: 2
Views: 2494

I see, makes sense now. The chr select bit seems to be a 'state' and not part of the 'command'. Thanks! Now I just have to think about tradeoffs between background animation and character animation. I think I'll be doing 1k banks for sprites since my characters are 48 pixels high, and I'll need to c...
by CrashTest
Sun Nov 16, 2008 2:49 am
Forum: NESdev
Topic: MMC3 bank switching?
Replies: 2
Views: 2494

MMC3 bank switching?

Have any of you guys been able to do 1k chr bank switching for both the characters and sprites (PPU $0000 - $1fff) using the MMC3 $8000, and $8001? From my experiments it seems that commands 2-5 seem to treat the address select bit (XOR w/ $1000) as always enabled so that I can only change the banks...
by CrashTest
Sun Nov 09, 2008 11:35 pm
Forum: NESdev
Topic: NES Dev Collaborative Fighting Game
Replies: 121
Views: 37469

I've done some collaborative projects with a group over the internet before, 2 programmers, 1 artist, and 1 musician, and things came together pretty well. Art and music is pretty easily independant, but code can be a little challenging. It's good when you can modularize the code. e.g. one person do...
by CrashTest
Sun Nov 09, 2008 11:30 pm
Forum: NESdev
Topic: .cfg for CA65 with mmc3 256kb CHR+ 256kb PRG?
Replies: 9
Views: 4641

Thanks for all the help! I got it working, the thing that I didn't realize was that I needed to hand assemble the file from the pieces using copy /b. Here's what I'm doing (64k PRG + up to 256kb CHR): .cfg file MEMORY { M_ZEROPAGE: start = $00, size = $100, type = rw; M_RAM: start = $200, size = $60...
by CrashTest
Sun Nov 09, 2008 10:12 pm
Forum: Newbie Help Center
Topic: Anyone enjoy their NES hobby almost entirely with emulators?
Replies: 14
Views: 6251

Same here, I'm just using emulators at the moment, but I'd like to get a powerpak eventually.

From what I hear if your code works on Nintendulator and Nestopia, chances are it will work on the actualy hardware. Sometimes you can get someone to try out a .nes on an actual NES if you ask around.
by CrashTest
Sun Nov 09, 2008 3:15 am
Forum: NESdev
Topic: .cfg for CA65 with mmc3 256kb CHR+ 256kb PRG?
Replies: 9
Views: 4641

Thanks for the info, so the board I'm considering is a TKROM, and I'm looking to swap out $8000 and $a000 keeping $c000 and $e000 fixed. I think I can build what I need from the snippet memblers provided, but having a TKROM example makefile I think would be useful to the community. (256 or 512kb PRG...
by CrashTest
Sat Nov 01, 2008 6:41 pm
Forum: NESdev
Topic: .cfg for CA65 with mmc3 256kb CHR+ 256kb PRG?
Replies: 9
Views: 4641

.cfg for CA65 with mmc3 256kb CHR+ 256kb PRG?

I'm running into limitations with the ca65 default link file for .nes. Just wondering if any of you happen to have any example .cfg (or a set of .cfg) files (and maybe a batch file) for ca65 which I can use to link together a .nes with 256kb CHR and 256kb PRG. I'm looking to have 8k banks for the .p...
by CrashTest
Thu Sep 25, 2008 12:52 am
Forum: NESdev
Topic: Map data and compression for scrollable map?
Replies: 59
Views: 17009

Map data and compression for scrollable map?

Just curious, what are you doing to store your in game level maps? Do you have separate collision detection data and character data? Do you have special data to tell where enemies spawn from? Did you make your own map editing tools? For me I'm just using a tileset of up to 4x4 tiles, with one attrib...