Search found 67 matches

by zkip
Sun Dec 24, 2017 1:59 pm
Forum: Newbie Help Center
Topic: Need a small refresher(PPU register relationships)
Replies: 4
Views: 1817

Re: Need a small refresher(PPU register relationships)

I'm not. That's the full NMI. Also, the other code does basically.... Update edit: I fixed the problem, but if anyone has the time I'd love to hear an explanation as to exactly what happens here. I make the nametable and upload it before the screen is even turned on. The problem was because before ...
by zkip
Sun Dec 24, 2017 12:55 pm
Forum: Newbie Help Center
Topic: Need a small refresher(PPU register relationships)
Replies: 4
Views: 1817

Need a small refresher(PPU register relationships)

Hi guys. It's been a while! Can someone refresh me on how $2006/$2007/$2005/$2000 relationships work again? I'm doing a simple thing that flashes a palette color in NMI, however it seems to corrupt the whole palette and part of the nametable somehow. NMI: PHA TXA PHA TYA PHA LDA $2002 ;to acknowledg...
by zkip
Mon Jun 12, 2017 7:05 am
Forum: 2016 NESdev Competition
Topic: My entry: The paths of Bridewell
Replies: 21
Views: 22908

Re: My entry: The paths of Bridewell

As much as I can recall, the second item is the ice skates which should have been required to make it past a few rooms containing the ice floors.

Also, thanks M_Tee, that really means a lot. I'm glad at least something of this game could be called interesting. :lol:
by zkip
Fri Mar 03, 2017 8:26 am
Forum: SNESdev
Topic: getting started on SNES
Replies: 49
Views: 12066

Re: getting started on SNES

pushing unused sprites offscreen You can use the 9th bit for the X location (located in the second OAM table) of the sprite to move it off-screen. Actually, I'm pretty sure that this is the exact purpose of having this bit there anyway as I see no other reason for it. Sometimes I just get a bit dis...
by zkip
Thu Mar 02, 2017 1:55 pm
Forum: SNESdev
Topic: getting started on SNES
Replies: 49
Views: 12066

Re: getting started on SNES

Yet you couldn't resist the urge to spread disinformation in the very same post?
At least I tried to help?

No need to be snarky.

BTW, thanks tepples for clearing that up.
by zkip
Thu Mar 02, 2017 9:10 am
Forum: SNESdev
Topic: getting started on SNES
Replies: 49
Views: 12066

Re: getting started on SNES

You seem to be writing sprites in a straight forward way. Maybe try DMAing the sprites from a copy in RAM? Not sure if those "tutorials" have been depreciated yet or not though.
by zkip
Thu Mar 02, 2017 8:55 am
Forum: SNESdev
Topic: getting started on SNES
Replies: 49
Views: 12066

Re: getting started on SNES

Not particularly weird considering that the size of each OAM entry is 4 bytes. Exactly, so why multiply the address by 2? (I'm recalling now that it was actually 2 because that's what made it seem weird to me.) By the way, I actually have no right to try to help here. I'm probably confusing you mor...
by zkip
Wed Mar 01, 2017 1:28 pm
Forum: SNESdev
Topic: getting started on SNES
Replies: 49
Views: 12066

Re: getting started on SNES

Are you writing correctly to the second OAM table? It's been a while since my SNES days, but I do seem to recall having a similar problem and it was caused by (IIRC) not correctly writing to the second OAM table that contains the X coordinates MSB and the sprite size. Also, the way OAM works on the ...
by zkip
Sun Feb 26, 2017 2:47 pm
Forum: 2016 NESdev Competition
Topic: My entry: The paths of Bridewell
Replies: 21
Views: 22908

Re: My entry: The paths of Bridewell

I usually do quite often after each "milestone". I, however, got "put in my place" so to speak by the results of the contest and how the game was received. So, I gutted out quite a bit of code to completely redo it and saw no use keeping the old seeing that at that time to me it was worthless. :mrgr...
by zkip
Sun Feb 26, 2017 8:15 am
Forum: 2016 NESdev Competition
Topic: My entry: The paths of Bridewell
Replies: 21
Views: 22908

Re: My entry: The paths of Bridewell

I noticed that your game leaves PRG ROM A1E0-DFFF,FD00-FFF9 unused, more than half the PRG ROM. How hard would it be to move things around to fit it in NROM-128? At the moment- it would take some time, because of various reasons I'm working on changing a lot of things in the game and left a lot str...
by zkip
Wed Feb 22, 2017 8:37 am
Forum: General Stuff
Topic: How can I improve? (My contest entry)
Replies: 11
Views: 3918

Re: How can I improve?

Thank you, rainwarrior, for that excellent post. I really like the things you mentioned and the best part is that it makes sense. It's not harsh at all, it actually is exactly what I wanted. In my opinion when I'm playing a game, the control of the player might affect a little about how I feel, but ...
by zkip
Tue Feb 21, 2017 4:00 pm
Forum: General Stuff
Topic: How can I improve? (My contest entry)
Replies: 11
Views: 3918

Re: How can I improve?

....was that holding B and a direction would make the character stammer, walking and stabbing. This feels really unpolished, and reduces the fun a lot. What would be a good way to handle that? Also, a fun fact(sort of) about the sword animation is that early in the process I couldn't figure out a g...
by zkip
Tue Feb 21, 2017 7:33 am
Forum: General Stuff
Topic: How can I improve? (My contest entry)
Replies: 11
Views: 3918

How can I improve? (My contest entry)

This competition has been a really humbling experience. I knew I wasn't going to win or even get third, but I thought I could for sure get 5th or 6th and be able to snag a devcart. I've been doing gamedev for quite a while so apparently the getting better with time isn't real. I quite enjoy doing th...
by zkip
Wed Feb 15, 2017 1:06 pm
Forum: Newbie Help Center
Topic: Collision buffer with camera
Replies: 8
Views: 2437

Re: Collision buffer with camera

Yeah, the collision map is right in RAM, that's why I went to the players coordinates as being the culprit. You're exactly right, I wasn't considering the scroll in the collision checking code. Setting that up (camerax and #$0f) made it better, but it still seems a pixel or two off. At this point, I...
by zkip
Wed Feb 15, 2017 9:53 am
Forum: Newbie Help Center
Topic: Collision buffer with camera
Replies: 8
Views: 2437

Re: Collision buffer with camera

Ah! I see, so it's essentially done just like how I was loading the nametables. Thanks for explaining that. However, I still have one problem. It seems to only work when the screen is perfectly aligned to a 16x16 tile. Does the player X or the camera anchor (how far the player goes before scrolling ...