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 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: 507


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: 1237


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: 1237


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: 729


**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: 729


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: 729


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...

 Forum: Newbie Help Center   Topic: Strange comparison/evaluation issue

Posted: Thu Sep 27, 2018 6:20 am 

Replies: 11
Views: 965


(That was mostly just to demonstrate what i was trying to accomplish, not the method being used...sorry if that was confusing). I fixed the problem. I SWEAR this is what I tried already, to wacky results, but just starting fresh today, it worked fine. Must've had a typo or something. Here's how I ac...

 Forum: Newbie Help Center   Topic: Strange comparison/evaluation issue

Posted: Thu Sep 27, 2018 4:59 am 

Replies: 11
Views: 965


Trying to handle a check for passing a threshold. In the positive direction, this works fine. LDA value CLC ADC additive BCC hasNotPassedThreshold doThresholdStuff: No problem. Except sometimes, this is effectively adding a *negative* number (not signed, but where additive may have been 0-some value...

 Forum: Homebrew Projects   Topic: September look at some NESmaker made projects

Posted: Sun Sep 09, 2018 3:10 pm 

Replies: 1
Views: 1293


In the last few weeks, we've seen a bunch of cool projects started. Some stay pretty close to the tutorials, but some stray pretty far and digging deep in the ASM (even with zero previous coding experience...threads like this: http://nesmakers.com/viewtopic.php?f=3&t=746 ), and look absolutely a...

 Forum: Newbie Help Center   Topic: Just some optimizing -

 Post subject: Re: Just some optimizing -
Posted: Wed Sep 05, 2018 6:45 pm 

Replies: 14
Views: 2894


@Banshaku - yup your ladder example is spot on. You get it.

I don’t mind finding solutions with the long strings of compares. I have a few other potential tricks woth flags too. Just figured I’d see if there was anything I wasn’t thinking of :-)

 Forum: Newbie Help Center   Topic: Just some optimizing -

 Post subject: Re: Just some optimizing -
Posted: Wed Sep 05, 2018 6:19 pm 

Replies: 14
Views: 2894


Oh yes for sure. That’s how we did it with our games too. Super fast and easy.

But for this purpose, that would be difficult to control :-)

 Forum: Newbie Help Center   Topic: Just some optimizing -

 Post subject: Re: Just some optimizing -
Posted: Wed Sep 05, 2018 6:03 pm 

Replies: 14
Views: 2894


Oh there are a few instances, and with the variable nature of what we’re doing, plenty I’m sure I couldn’t even think of. But here’s one example. Platform scripts have multiple tile types that could be solid. Because we don’t know what number tiles users might make them, or how many they might have ...

 Forum: Newbie Help Center   Topic: Just some optimizing -

 Post subject: Just some optimizing -
Posted: Wed Sep 05, 2018 5:45 pm 

Replies: 14
Views: 2894


For you gurus here - what would you say is the fastest way to check the value of a variable against an array of numbers? A series of compares? A small table check using an index to cycle through possibilities? Some other trick I may not be thinking of? Would love to know what works best for you all.

 Forum: Homebrew Projects   Topic: Untitled adventure game, Milestone 1: Scrolling and tools.

Posted: Tue Sep 04, 2018 8:28 am 

Replies: 40
Views: 7032


Thanks, friend! Yeah, it's not that SCROLLING itself is an issue. Conceptually, we've already made it work fine. It's more that in an attempt for a extremely malleable code base with a consistent front end, it's been SUPER tricky to devise methods for it around that! Would love to talk to you more a...

 Forum: Homebrew Projects   Topic: Untitled adventure game, Milestone 1: Scrolling and tools.

Posted: Tue Sep 04, 2018 7:02 am 

Replies: 40
Views: 7032


Hey there - this is Joe from The New 8-bit Heroes / NESmaker. Just wanted to say...this is fantastic :-) Great tools, friend! Look forward to seeing what comes from them! We actually have a similar bit flip for hiding behind tiles this way...super cool to see it in yours too! And I'm jealous of how ...
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