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 Forum: Newbie Help Center   Topic: Scrolling collision methods

Posted: Thu Jul 26, 2018 4:56 am 

Replies: 29
Views: 941


Kasumi - I assume your xhi var is tracking a 16bit positioning, meaning even=table 1, odd=table 2. Am I understanding this right? If so that’s not exactly how my movement update/positioning code works. I have 16 bit positioning, but the low is just for holding finer speed adjustment. In this example...

 Forum: Newbie Help Center   Topic: Scrolling collision methods

Posted: Wed Jul 25, 2018 12:59 pm 

Replies: 29
Views: 941


So, trying some things. Give or take, got a few things *sort of* working the way I want. Graphically, it's all good (and has been). But collisions...oh collisions. Going to sort of do some public rubber duck debugging here.... Something simple enough like just determining which collision table to pu...

 Forum: Newbie Help Center   Topic: Scrolling collision methods

Posted: Tue Jul 24, 2018 9:48 am 

Replies: 29
Views: 941


It's all very interesting to consider the various ways I could approach this now, with some thought. Thinking this out here.... Choice 1: Keep collision data as full bytes, still loading into RAM. Rearrange memory to try to free up RAM space for second collision table, and just mirror exactly how th...

 Forum: Newbie Help Center   Topic: Scrolling collision methods

Posted: Tue Jul 24, 2018 7:19 am 

Replies: 29
Views: 941


Yeah - this is the method I use with Nametable data (loading next column, based on 64 possible columns...two nametables worth). I get the concept. But...ugh. I don't have the RAM space allocated for two collision tables...or rather, i sort of do, if properly load Collision tables as nibbles rather t...

 Forum: Newbie Help Center   Topic: Scrolling collision methods

Posted: Mon Jul 23, 2018 12:20 pm 

Replies: 29
Views: 941


Kasumi - Yeah, I have a column worth of RAM space for leading offscreen buffering (my intention) and will likely reserve one for *trailing* to for things like monsters moving to edges and whatever. But this is what you'd suggest knowing my current set up? Effectively shifting the thing column by col...

 Forum: Newbie Help Center   Topic: Scrolling collision methods

Posted: Mon Jul 23, 2018 11:48 am 

Replies: 29
Views: 941


Right, but you had to move column 1 values to column 0, then 2 to 1, then 3 to 2...and so on...filling the new column to the right...correct?

 Forum: Newbie Help Center   Topic: Scrolling collision methods

 Post subject: Scrolling collision methods
Posted: Mon Jul 23, 2018 10:51 am 

Replies: 29
Views: 941


Hey all - trying out a handful of things that rock the current boat least. I have lateral scrolling working visually, and I have no problem getting collision data scroll offsets. But...just wondering peoples' methods of updating tile collision data when scrolling (I know there are a few schools of t...

 Forum: Newbie Help Center   Topic: Some Sprite 0 hit weirdness

Posted: Tue Jul 03, 2018 4:24 pm 

Replies: 4
Views: 381


Ah - fixed it. Something stupid. Trying to read the sprite 0 check with drawing $2000 still set to 0 (at least, pretty sure that was it). Seems fixed now other than NOPing to get the timing so I don't get the flicker pixels. Thanks for the help - I think I just need to look at it with a cup of coffe...

 Forum: Newbie Help Center   Topic: Some Sprite 0 hit weirdness

Posted: Tue Jul 03, 2018 7:11 am 

Replies: 4
Views: 381


Yeah - that was my instinct. That rogue 2006 writes without 2005 writes were the problem. But...simply disabling the zero sprite hit wait dismissed the problem. Curious.

I'll try that, though!

 Forum: Newbie Help Center   Topic: Some Sprite 0 hit weirdness

 Post subject: Some Sprite 0 hit weirdness
Posted: Tue Jul 03, 2018 6:31 am 

Replies: 4
Views: 381


Obviously, attempting to cram in some potential scrolling functionality into an engine not set up for it has proved to be a bit of a trial. But so far so good. I went to add a sprite 0 hit to maintain the hud at the top of the screen. It's an easy enough concept, I get it. I had to add in a few cave...

 Forum: Homebrew Projects   Topic: NESmaker video for first draft of HUD designer

Posted: Sat Jun 09, 2018 9:29 am 

Replies: 0
Views: 1147


I know some of you are at least passively curious as to the development of this tool, and what the front end will look like, and how it works with the underlying ASM, etc. Here's a link to the current feature video for the first draft of our HUD designer. It allows users to create custom sized boxes...

 Forum: Newbie Help Center   Topic: ASM6 string question

 Post subject: Re: ASM6 string question
Posted: Thu Jun 07, 2018 12:33 pm 

Replies: 12
Views: 1436


Tepples - yeah, that's sort of where our minds started going, just wondering if it was possible using what we were already using in a creative way. Thanks!

 Forum: Newbie Help Center   Topic: ASM6 string question

 Post subject: Re: ASM6 string question
Posted: Thu Jun 07, 2018 11:11 am 

Replies: 12
Views: 1436


Tokumaru - haha thanks. Yeah, just trying to be close enough with the nomenclature for ASM to have people understand me. I would've likely called it an assembler operation if I'd really thought it through. haha. And drat. Curses. Was hoping. And Dougeff - yeah, you're getting close to what I'm looki...

 Forum: Newbie Help Center   Topic: ASM6 string question

 Post subject: Re: ASM6 string question
Posted: Thu Jun 07, 2018 8:26 am 

Replies: 12
Views: 1436


I'm trying to have it merge the EQU strings of two constants. So...it's replacing CONSTANT_0 with Whatever_ and CONSTANT_1 with 0, so then a new value becomes Whatever_0, and then reading the value of Whatever_0 Is this not possible? (the addition is not meant to ADD a value of CONSTANT_1 to what is...

 Forum: Newbie Help Center   Topic: ASM6 string question

 Post subject: Re: ASM6 string question
Posted: Thu Jun 07, 2018 7:17 am 

Replies: 12
Views: 1436


Alright, let me try to explain better. Let's say I have a constant that represents a variable image. VARIABLE_IMAGE_0 = #$00 VARIABLE_IMAGE_1 = #$19 And I want to create some sort of procedural string to call the VARIABLE_IMAGE, based on a variable, without taking up the ROM space... So my thought w...
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