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 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: 11051


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: 11051


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: 11051


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: 814


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: 2261


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: 2261


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: 2261


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: 2261


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: 2261


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: 2261


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: 2261


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: 1072


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: 1072


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: 1072


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: 2232


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...
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