It is currently Sat Apr 20, 2019 4:05 am

All times are UTC - 7 hours



Search found 330 matches
Search these results:

Author Message

 Forum: Homebrew Projects   Topic: First official NESmaker development competition

Posted: Mon Feb 11, 2019 8:11 am 

Replies: 2
Views: 2235


In case any of you guys on here are curious or interested, the first NESmaker development competition has begun!

Image

The info is in this video:

https://www.youtube.com/watch?v=jY_KEvi5rjU

 Forum: Homebrew Projects   Topic: NESmaker showcase, January 2019

Posted: Mon Jan 28, 2019 9:55 am 

Replies: 29
Views: 8709


FrankenGraphics - for what it's worth, you COULD design a plug in to handle these sorts of graphics, and just write your own tile loading code rather than use the loading code that comes pre-packaged. The only draw back is that you wouldn't see it visually represented in the screen painter. At least...

 Forum: Homebrew Projects   Topic: NESmaker showcase, January 2019

Posted: Tue Jan 22, 2019 2:25 pm 

Replies: 29
Views: 8709


Wow - that was quite a breakdown...thanks! And feedback like this is always pretty great to hear from actual NESdevs too. Yeah, we had to straddle a lot of lines...how to do xyz in a streamlined way, that could cover the broadest possibilities the most easily. There is, however, a future plan for a ...

 Forum: Homebrew Projects   Topic: NESmaker showcase, January 2019

Posted: Mon Jan 14, 2019 5:00 am 

Replies: 29
Views: 8709


Tepples - do you even have to ask?! I’d be honored if you wanted to toy around with it. You’d have your sound engine integrated in a matter of hours, I bet. But we’d have to work with you on an import method for songs since right now it automatically turns fami-txt into gg asm. Shoot me an email and...

 Forum: Homebrew Projects   Topic: NESmaker showcase, January 2019

Posted: Fri Jan 11, 2019 1:58 pm 

Replies: 29
Views: 8709


Completely reasonable perspective. I'm also not adverse to offering a handful of seasoned ASM developers with some games under their belt some eval copies to see how they'd use it (and break it). If I found a handful that were up for the experiment and understood the spirit of it, I think that would...

 Forum: Homebrew Projects   Topic: NESmaker showcase, January 2019

Posted: Thu Jan 10, 2019 4:23 pm 

Replies: 29
Views: 8709


Hey, to each their own - it's not for everyone. The single best way to make a NES game will be to start from scratch and start to build, for sure! But...that takes a long time. A long long time. Especially for new comers. And it comes down to a question of how much time is worth. If it takes you eve...

 Forum: Homebrew Projects   Topic: NESmaker showcase, January 2019

Posted: Wed Jan 09, 2019 9:53 pm 

Replies: 29
Views: 8709


No offense taken! Just trying to let ASM savvy folks here also understand that it’s not JUST for wysiwyg development. Most users are using it as a first step into ASM, and it’s conceivable that someone who knows ASM could use 0% of our code base, develop from scratch, and still use NESmaker as a scr...

 Forum: Homebrew Projects   Topic: NESmaker showcase, January 2019

Posted: Wed Jan 09, 2019 6:02 pm 

Replies: 29
Views: 8709


Right? It's really great to see some folks who have never touched programming actually digging into the code since they can sort of organize it and work on it in small chunks at first. A few folks have already started creating their own engines from scratch, a few others have built plug ins and cust...

 Forum: Homebrew Projects   Topic: NESmaker showcase, January 2019

Posted: Wed Jan 09, 2019 12:29 pm 

Replies: 29
Views: 8709


Hey all - here is a showcase of some of the games created prior to the most recent version. We are super proud of what our community is doing, and we're happy to report it is really turning on a lot of people to stating to learn ASM to create their own engines as well. Check it out: https://www.yout...

 Forum: Newbie Help Center   Topic: Scroll window and Objects

 Post subject: Scroll window and Objects
Posted: Thu Oct 18, 2018 10:33 am 

Replies: 2
Views: 1449


Hey all. So, I've got a completely unruly routine gauging objects' placement. It has been the most maddening thing, and the wonkiness and complexity of it is still yielding edge cases I can't account for. So I'm trying to dramatically simplify so at the very least, anomalies will be easier to find. ...

 Forum: Newbie Help Center   Topic: Scrolling edge case woes

Posted: Fri Oct 12, 2018 7:23 am 

Replies: 2
Views: 1920


Thanks for the code clean up for sure. I'm never very efficient with ASM. Something to work on. Haha. And yeah, The ORIGINAL method I was using was some 16 bit math. it was honestly easier, but I think was causing issues on *the wrap*. Something like: ;;;; CHECK AGAINST CAMERA LEFT LDA Object_x_hi,x...

 Forum: Newbie Help Center   Topic: Scrolling edge case woes

 Post subject: Scrolling edge case woes
Posted: Thu Oct 11, 2018 4:55 pm 

Replies: 2
Views: 1920


I'm having the most difficult time weeding out stray edge case nonsense with this L-R scrolling engine, so I thought I'd post up here rather than bash my head against the same thing over and over again for another night to get your guys' thoughts. Obviously, you guys know that I'm a bit wrangled on ...

 Forum: Newbie Help Center   Topic: Scrolling collision anomalies

Posted: Thu Oct 04, 2018 8:13 am 

Replies: 4
Views: 1283


**SOLVED, I think** Method works fine. On subtract, I was getting a false positive of it working do to the construct of the screens. It was a REALLY stupid mistake - where adding, the carry would implicitly add to the oScroll, such was not the case with subtraction to subtract from it. Instead, I ju...

 Forum: Newbie Help Center   Topic: Scrolling collision anomalies

Posted: Wed Oct 03, 2018 7:28 pm 

Replies: 4
Views: 1283


Sorry, I'll clarify (and report some things I found) Tepples, yes this is similar to what I'm doing. I have two *collision table* buffers in ram...16x15 each, with defined collision types. I have a routine that does the math on the position to determine which collision byte is at the potential posit...

 Forum: Newbie Help Center   Topic: Scrolling collision anomalies

Posted: Wed Oct 03, 2018 1:19 pm 

Replies: 4
Views: 1283


Hey all - got a nifty little simple LR scrolling routine 99% working with the existing structure. It's ugly, being that it has to work around some things that are already there, but it works well enough for the most part. Using two nametables and a 32 value column tracker, I've got it updating tiles...
Sort by:  
Page 1 of 22 [ Search found 330 matches ]


All times are UTC - 7 hours


Jump to:  
Powered by phpBB® Forum Software © phpBB Group