It is currently Wed Aug 15, 2018 12:11 pm

All times are UTC - 7 hours



Search found 301 matches
Search these results:

Author Message

 Forum: Newbie Help Center   Topic: ASM6 string question

 Post subject: ASM6 string question
Posted: Thu Jun 07, 2018 6:39 am 

Replies: 12
Views: 1436


Hey all - I know some of the answers will be "use this other assembler"...so we'll skip those for a moment. :-) Recently I was inquiring about getting specific strings, and was shown the EQU opcode. It works like a charm for the purpose I needed. To extend the question, though, does anyone...

 Forum: Newbie Help Center   Topic: Object collisions - "grouping" / speed benefit

Posted: Fri Apr 27, 2018 9:06 am 

Replies: 29
Views: 3184


Okay - I think my brain needs a bourbon break for a few days........ ME: Man! No matter what I do I can't seem to curb the slowdown problem. I didn't even have this much of an issue with Mystic Origins, and was a much more dense mess of spaghetti code! I've tried bit masking and lists and every othe...

 Forum: Newbie Help Center   Topic: Object collisions - "grouping" / speed benefit

Posted: Fri Apr 27, 2018 7:27 am 

Replies: 29
Views: 3184


Yeah - I see the logic in what you're saying. But I guess what I'm thinking is...rather than checking every object against every object (16*15, 15*14, 14*13...etc), instead I'd be doing a quick run through a single time to see where to put the objects, and then running them against each other (monOb...

 Forum: Newbie Help Center   Topic: Object collisions - "grouping" / speed benefit

Posted: Fri Apr 27, 2018 7:12 am 

Replies: 29
Views: 3184


Good notes. I meant effectively creating tables every frame. Rather than cycling through, seeing "yes, this should hurt monsters", and then evaluating every object to see if it's a monster, start by creating a table of weapons and a table of monsters, and then just comparing them against e...

 Forum: Newbie Help Center   Topic: Object collisions - "grouping" / speed benefit

Posted: Fri Apr 27, 2018 6:18 am 

Replies: 29
Views: 3184


I had a the slot solution sort of conceptualized, but I wonder - how much time would it actually take to process these lists in a frame? If it's just a bit mask read to put an object into the correct list, and object number is always fairly small (sixteen or so), it seems that would be pretty quick....

 Forum: Newbie Help Center   Topic: Object collisions - "grouping" / speed benefit

Posted: Thu Apr 26, 2018 5:59 pm 

Replies: 29
Views: 3184


Hey all. So in trying to twist NESmaker to allot for a bunch of different scenarios, we need to bend it to allow for lots of potential collision circumstances. For Mystic Searches, we just did the object compare...cycled each through the array, checking the next through the last, and then increasing...

 Forum: Newbie Help Center   Topic: A fun little question

 Post subject: Re: A fun little question
Posted: Thu Apr 05, 2018 8:48 am 

Replies: 13
Views: 1735


Following up on this one. As described, this worked fine. Now, again, I'm just pushing into *weird* territory, piggybacking on this. And again, it's just a housekeeping thing to make things cleaner, not integral. Was wondering, though, if anyone had any thoughts. So, I have a macro, in which I just ...

 Forum: Newbie Help Center   Topic: For kicks - what method do you guys use?

Posted: Fri Mar 30, 2018 3:49 am 

Replies: 4
Views: 938


Great advice, both of you! Kasumi...buzarre that I remember a time long ago now that I think you were walking me through how you werw having this exact problem while patiently giving me some great ‘beginners’ tutelage! Seems like a lifetime ago now. Rainwarrior - brilliant. I already have a routine ...

 Forum: Newbie Help Center   Topic: For kicks - what method do you guys use?

Posted: Thu Mar 29, 2018 7:55 pm 

Replies: 4
Views: 938


Just futzing around making malleable HUD tables/pop up menus/etc. Of course, getting the att's to behave right for a truly malleable table on an 8x8 grid has been fun. But even constraining to full attribute grid, I noticed something, and I wondered what all of your favorite solutions for this sort ...

 Forum: Homebrew Projects   Topic: NESmaker update

 Post subject: Re: NESmaker update
Posted: Tue Feb 27, 2018 10:08 am 

Replies: 18
Views: 3496


All these are great things to keep in mind. By the way, I'm not trying to be confrontational at all - just trying to clarify and see if there are other particular reasons for the need. It's a great hope that people start bending and breaking this tool to do all sorts of things we didn't anticipate! ...

 Forum: Homebrew Projects   Topic: NESmaker update

 Post subject: Re: NESmaker update
Posted: Tue Feb 27, 2018 9:22 am 

Replies: 18
Views: 3496


Interesting. Yeah, I can see that.

I mean, you'd lose a few NMI cycles, but you could likely do a quick table read in custom NMI code to achieve the same results, no? Rather than variable NMIs, variable places to jump within an NMI?

 Forum: Homebrew Projects   Topic: NESmaker update

 Post subject: Re: NESmaker update
Posted: Tue Feb 27, 2018 9:05 am 

Replies: 18
Views: 3496


Forgive me for being dense on this point...I admit, I completely am not sure the benefit, still. If there is an .include "Routines\NMIroutines\NMIcode.asm" , and that NMIcode.asm is exposed in the tool...what functional benefit would be gained from determining its address or making that ad...

 Forum: Homebrew Projects   Topic: NESmaker update

 Post subject: Re: NESmaker update
Posted: Mon Feb 26, 2018 2:12 pm 

Replies: 18
Views: 3496


Question2) Could we please have the NMI in NESmaker consist of a "JMP (NMIaddr)" instruction, so that we can more easily inject our own? (and same for IRQ) Hm - I mean...if anyone knows what they're looking at to this degree, it's not like this would be hard to customize. I'm not sure we'...

 Forum: Homebrew Projects   Topic: NESmaker update

 Post subject: Re: NESmaker update
Posted: Sun Feb 25, 2018 7:33 am 

Replies: 18
Views: 3496


Bananmos - thanks for the feedback! We are still working with definable byte structures, effectively making *classes* of objects, so during the main-game cycle, during applicable parts, updates are happening for the bytes being affected for that class. For instance, an enemy projectile - type - clas...

 Forum: Homebrew Projects   Topic: NESmaker update

 Post subject: Re: NESmaker update
Posted: Fri Feb 23, 2018 10:48 am 

Replies: 18
Views: 3496


Hey friend - didn't work myself on Sydney Hunter at all. Just friends with the Collectorvision guys, and since they just released the SNES Sydney Hunter, and I was doing this video anyway, I asked if they would like the plug as I demonstrated our input manager. :-)
Sort by:  
Page 2 of 21 [ Search found 301 matches ]


All times are UTC - 7 hours


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