Search found 1918 matches

by DRW
Sun Mar 22, 2020 4:54 pm
Forum: General Stuff
Topic: Forgot the name of the game
Replies: 7
Views: 407

Re: Forgot the name of the game

If someone ever wants to look for another NES game again, you merely need to invest 45 minutes to watch this video: www.youtube.com/watch?v=JueI4bsctgQ Or SNES: www.youtube.com/watch?v=lYvvUUSRczY If you don't find it there, here's a longer video with actual gameplay: NES: www.youtube.com/watch?v=bQ...
by DRW
Sun Mar 22, 2020 9:44 am
Forum: 2019 NESdev Competition
Topic: SaveTheKuin: action-adventure
Replies: 17
Views: 3412

Re: SaveTheKuin: action-adventure

I have some other suggestions: 1. I'm not sure whether the shadows behind the trees look so good. Maybe you should remove them: Tree.png 2. When you talk to a character, let him use the A button while the text is building up to make the text appear at once. It can be a bit bothersome if you have to ...
by DRW
Tue Mar 03, 2020 5:07 pm
Forum: 2019 NESdev Competition
Topic: SaveTheKuin: action-adventure
Replies: 17
Views: 3412

Re: SaveTheKuin: action-adventure

BTW: saw online some art for Cat Quest and it looks superb. Hope you can finish it some day. Unfortunately, the Cat Quest project is long gone. Though, I have been working on a Windows version of it, with high resolution art. Yeah, those projects look very interesting. When I last checked your Twit...
by DRW
Sun Mar 01, 2020 9:03 am
Forum: 2019 NESdev Competition
Topic: SaveTheKuin: action-adventure
Replies: 17
Views: 3412

Re: SaveTheKuin: action-adventure

Looks interesting. How many screens did you manage to implement into NROM? And how do you store the tiles? Do you use 16 x 10 bytes for the meta tiles per screen? Some suggestions: Diagonal movement makes the game less stiff. If you don't do pixel-precise movenemt, you should still let the movement ...
by DRW
Tue Dec 10, 2019 6:52 pm
Forum: Newbie Help Center
Topic: is CNROM good for an adventure game?
Replies: 22
Views: 6198

Re: is CNROM good for an adventure game?

Very clever, this sounds like it would make lookups quite difficult though? For example, if one wanted to associate properties to a background tile (solid, instant kill, etc), I imagine first the players position would need to be converted to map space (y * width + x), then a lookup into a partitio...
by DRW
Sun Nov 24, 2019 6:51 am
Forum: NESdev
Topic: Putting together variable names with macros in cc65
Replies: 15
Views: 6998

Re: Putting together variable names with macros in cc65

Ok you are right. They will all expand at the same time and the same way. Not sure if this is supposed to be sarcasm, but in case it is, I'll repeat the gist of it one last time: No, macros won't always expand in the same way . But they will always expand at the same time : Always when they are cal...
by DRW
Sat Nov 23, 2019 11:56 am
Forum: NESdev
Topic: Putting together variable names with macros in cc65
Replies: 15
Views: 6998

Re: Putting together variable names with macros in cc65

the argument tokens are examined for macro calls, and expanded as necessary, just before insertion This is what you are seeing and what you would expect.. however the bit of text before it Unless the parameter in there placement sequence is preceded by #, or preceded or followed by ##, which is wha...
by DRW
Sat Nov 23, 2019 4:52 am
Forum: NESdev
Topic: Putting together variable names with macros in cc65
Replies: 15
Views: 6998

Re: Putting together variable names with macros in cc65

Your new example does have undefine which as noted in my post is needed. But going by the example as posted this is technically illigal. as you can't #define CurrentPostfix A #define CurrentPostfix B without an undefine in between. Well, yes in this context I do have an undefine. However: This unde...
by DRW
Fri Nov 22, 2019 4:27 am
Forum: General Stuff
Topic: NESMaker reviews?
Replies: 55
Views: 25345

Re: NESMaker reviews?

And yeah, he used the community with a super positive attitude, charging a considerably high amount of money to build a tool for a very niche market (where tools are traditionally released for free), and once the tool is done (or far from it) -surprise- he adds DRM to it to protect it? Doesn't he w...
by DRW
Fri Nov 22, 2019 3:58 am
Forum: NESdev
Topic: Putting together variable names with macros in cc65
Replies: 15
Views: 6998

Re: Putting together variable names with macros in cc65

What you want is basically illegal. You can not redefine a preprocessor value again, it should give you an error. I don't really want to redefine a preprocessor value, I want the macro to put together the correct name. And the thing that I do works with every compiler I tried out, including that we...
by DRW
Sun Nov 17, 2019 4:20 am
Forum: NESdev
Topic: Putting together variable names with macros in cc65
Replies: 15
Views: 6998

Re: Putting together variable names with macros in cc65

Thanks for your information. I did it like this now: #define DefNameX_(name1, name2, name3, name4, name5, name6)\ name1##name2##name3##name4##name5##name6 #define DefName6(name1, name2, name3, name4, name5, name6)\ DefNameX_(name1, name2, name3, name4, name5, name6) ... #define DefName2(name1, name2...
by DRW
Thu Nov 14, 2019 7:13 pm
Forum: NESdev
Topic: Putting together variable names with macros in cc65
Replies: 15
Views: 6998

Re: Putting together variable names with macros in cc65

I'm a little bit confused by your post, but isn't this enough? #define DECLARE_NUMBER_WITH_POSTFIX(postfix) \ int Number##postfix DECLARE_NUMBER_WITH_POSTFIX(A); The idea is that you don't simply write the postfix, but that the postfix is the value inside another macro. This is what I want: #define...
by DRW
Mon Nov 11, 2019 3:22 am
Forum: General Stuff
Topic: NESMaker reviews?
Replies: 55
Views: 25345

Re: NESMaker reviews?

Thanks for the detailed review. This is pretty much what I would have expected from this tool. After all, it was invented by someone - with no prior programming knowledge - who tried a "Zelda"-like game as his first ever attempt - who never finished this project and who now claims that his little de...
by DRW
Fri Nov 08, 2019 10:22 pm
Forum: NESdev
Topic: Putting together variable names with macros in cc65
Replies: 15
Views: 6998

Putting together variable names with macros in cc65

I have some C source code (in cc65) where I connect variable names by macros: #define DECLARE_NUMBER_WITH_POSTFIX()\ int Number##CurrentPostfix #define CurrentPostfix A DECLARE_NUMBER_WITH_POSTFIX(); void Function(void) { NumberA = 1; } The problem is: In this case, the variable is still called Numb...
by DRW
Tue Sep 10, 2019 1:37 am
Forum: NESdev
Topic: Fast 2D Array access in C (with inline Assembly?)
Replies: 3
Views: 4708

Re: Fast 2D Array access in C (with inline Assembly?)

I would only use one-dimensional arrays for NES programming. This makes it clearer what's going on below. The advantage that a two-dimensional array only has single-byte indices is not really an advantage. Because for the compiler, it's all just one long stripe of data. (No, a two-dimensional array ...