Search found 11453 matches

by tokumaru
Tue Dec 03, 2019 9:09 am
Forum: NESdev
Topic: Simultaneous DPCM and IRQ
Replies: 11
Views: 251

Re: Simultaneous DPCM and IRQ

Aren't DPCM IRQs optional? AFAIK you can just disable them.
by tokumaru
Mon Dec 02, 2019 12:08 pm
Forum: Newbie Help Center
Topic: Question about negative numbers
Replies: 8
Views: 231

Re: Question about negative numbers

In 2's complement, positive or negative is a matter of interpretation. $FF is both 255 and -1. $FFFF is both 65535 and -1. It depends on how you interpret the numbers in each situation. When you're treating numbers as signed, the highest bit indicates when a number is negative (set = negative, clear...
by tokumaru
Sun Dec 01, 2019 4:04 pm
Forum: NESdev
Topic: Background Collision
Replies: 10
Views: 331

Re: Background Collision

If there is some kind of working example somewhere to poke and prod at, that'd be fantastic. I think that any examples you find in the wild are gonna be more complicated than what we're presenting here, since they'd include more logic that's specific to the game/demo where the collision code is bei...
by tokumaru
Sun Dec 01, 2019 9:12 am
Forum: NESdev
Topic: Background Collision
Replies: 10
Views: 331

Re: Background Collision

If your map is defined under the label "map" you can just use that name instead of "MapBase". Ideally you'd use a variable instead of a hardcoded label like I did in my example code, so you could change the map as the player progresses through the game. As for PointX and PointY, they aren't the spri...
by tokumaru
Sat Nov 30, 2019 6:08 pm
Forum: NESdev
Topic: Background Collision
Replies: 10
Views: 331

Re: Background Collision

He said he isn't using metatiles though, just plain old tiles, which means that the map is probably 960 bytes, too big to be accessed with absolute indexed addressing. With this many tiles you have to use indirect indexed addressing. Something like this: ;get Y coordinate in pixels and keep only the...
by tokumaru
Sat Nov 30, 2019 1:10 pm
Forum: NESdev
Topic: Background Collision
Replies: 10
Views: 331

Re: Background Collision

The amount of points you have to check to test for collision isn't always four, it actually varies. Imagine a situation like this: O = OBJECT; S = SOLID BLOCK; +-------+ | | +---+ --> | O | | S | | | +---+ +-------+ +------++ | +|--+ --> | O ||S | | +|--+ +-------+ If you only check the four corners...
by tokumaru
Wed Nov 27, 2019 7:30 pm
Forum: NESemdev
Topic: Suggestions to follow branch instructions
Replies: 23
Views: 3323

Re: Suggestions to follow branch instructions

Your branching code appears to be working fine, games are supposed to get "stuck" reading $2002 when they're initializing. The problem here is that you're treating $2002 as a static memory location, but like dougeff told you in the previous page, this address is RAM or ROM, it's actually a communica...
by tokumaru
Tue Nov 26, 2019 4:57 pm
Forum: Newbie Help Center
Topic: ASM6 and multiplication
Replies: 5
Views: 236

Re: ASM6 and multiplication

Exactly.
by tokumaru
Tue Nov 26, 2019 10:35 am
Forum: General Stuff
Topic: NESMaker reviews?
Replies: 50
Views: 10203

Re: NESMaker reviews?

The problem only comes when you are a leech on the community and then give nothing back. I don't see you or retrotainment doing that. Yeah, I think that's the part that triggers some members here. This is a community, taking what you need from it without ever giving nothing in return is a very self...
by tokumaru
Tue Nov 26, 2019 4:58 am
Forum: phpBB Issues
Topic: What happened to the Nesdev phpBB theme?!?!
Replies: 74
Views: 3359

Re: What happened to the Nesdev phpBB theme?!?!

I'm not opposed to tweaking the CSS to make things work better for all users (specially if you do it on your end using browser extensions and the like, but in the server too, if everyone agrees), I just don't think we should be using ancient HTML code in modern browsers. Changing a single max-width ...
by tokumaru
Tue Nov 26, 2019 4:34 am
Forum: Newbie Help Center
Topic: ASM6 and multiplication
Replies: 5
Views: 236

Re: ASM6 and multiplication

The assembler can do multiplications just fine (not just ASM6, any assembler), it's the NES with its ancient 8-bit CPU that can't. The multiplications you added there run at assembly time, meaning they'll be processed by the CPU in your PC, not the 6502 inside the NES. Run-time math (which runs on t...
by tokumaru
Mon Nov 25, 2019 12:45 pm
Forum: phpBB Issues
Topic: What happened to the Nesdev phpBB theme?!?!
Replies: 74
Views: 3359

Re: What happened to the Nesdev phpBB theme?!?!

I feel like bringing the old theme back as it was, 90's table-based layout and all, would be a big step back. The new theme is much more in line with what the internet is like today, and proper support for mobile devices in particular makes a huge difference.
by tokumaru
Mon Nov 25, 2019 12:27 pm
Forum: NES Hardware and Flash Equipment
Topic: NES-001 waves on image edge's
Replies: 5
Views: 311

Re: NES-001 waves on image edge's

Take o look on letters and vertical edge of red box. IMG_20191122_143202~2.jpg Notice how it isn't as strong where the white of the letters meets the black of the drop shadow, though... As far as I'm concerned, this is what normal NES composite video looks like. These artifacts are probably way mor...
by tokumaru
Mon Nov 25, 2019 9:52 am
Forum: General Stuff
Topic: NESMaker reviews?
Replies: 50
Views: 10203

Re: NESMaker reviews?

I did watch the film and must say that I thought that Joe and the other guy were really quite disrespectful, taking the piss out of the people he went to for help in quite a nasty way (how they were dressed, their names), I was put very much in mind of jocks going to nerds for homework help while s...
by tokumaru
Sun Nov 24, 2019 4:05 pm
Forum: phpBB Issues
Topic: What happened to the Nesdev phpBB theme?!?!
Replies: 74
Views: 3359

Re: What happened to the Nesdev phpBB theme?!?!

Is Nintendoage gone? Where did everyone there go?