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 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: 3166


@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: 3166


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: 3166


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: 3166


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: 10394


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: 10394


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 ...

 Forum: NESdev   Topic: Aren't you afraid that NES Maker would just bring lazy noobs

Posted: Tue Aug 28, 2018 10:57 am 

Replies: 101
Views: 14662


Tepples - your stuff is obviously always top notch...would absolutely love to work with you to be able to use your music tool as an alternative base if you're up for it. Let's chat! :-)

 Forum: NESdev   Topic: Aren't you afraid that NES Maker would just bring lazy noobs

Posted: Tue Aug 28, 2018 6:28 am 

Replies: 101
Views: 14662


Well, as for things like famitracker/ggsound...there's no mandate that NESmaker users GGsound. Just like someone can write new physics scripts, someone could write or import new music handling scripts, too, and then manage them from the tool. The base of NESmaker is meant to be vanilla and incredibl...

 Forum: NESdev   Topic: Aren't you afraid that NES Maker would just bring lazy noobs

Posted: Tue Aug 28, 2018 3:26 am 

Replies: 101
Views: 14662


Maybe it becomes my charge, then, to figure out a quality metric and some sort of proper sounding board for those that have risen to the top as far as quality (not just NESmaker games, but all new NES games). This is not something I’d ever want to or be able to take on personally (time and conflict ...

 Forum: NESdev   Topic: Aren't you afraid that NES Maker would just bring lazy noobs

Posted: Mon Aug 27, 2018 7:54 pm 

Replies: 101
Views: 14662


As the creator of NESmaker, the director of The New 8-bit Heroes, the programmer for Mystic Origins, Mystic Searches, Troll Burner, and several other small projects, the full on advocate of this community, Nintendo Age, RetroUSB, all of the homebrewers that we've met along the way (right now, my col...

 Forum: Homebrew Projects   Topic: NESmaker - Adventure Game Module and Tutorial

Posted: Sat Aug 25, 2018 9:29 am 

Replies: 1
Views: 2135


Hey all - just posted a new video for those who are interested in checking out NESmaker. Our first module/tutorial is for a Zelda inspired adventure game. Check it out - it will give you an idea of how NESmaker works with CHR data, ASM scripts, music and sounds with Gradual Games sound engine, contr...

 Forum: Newbie Help Center   Topic: Scrolling collision methods

Posted: Thu Jul 26, 2018 4:56 am 

Replies: 29
Views: 2800


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: 2800


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: 2800


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: 2800


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...
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