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 Post subject: LUT table pointer redirect issue Posted: Sat Oct 31, 2015 7:07 am

Replies: 40
Views: 5864

 So I'm reworking a few things, and this thing I feel *should* be working just fine is returning the wrong values. Just wondering if anyone sees anything funny about it. There also may be an easier way. I need a LUT table to point to a variable LUT table with an offset, so in trying to get the addres...

Forum: Newbie Help Center   Topic: Multiplying arbitrary numbers?

 Post subject: Re: Multiplying arbitrary numbers? Posted: Thu Oct 22, 2015 8:42 am

Replies: 5
Views: 1901

 Awesome, yeah for this purpose it will do just fine. Won't need a zero case, and won't need a number larger than 64. This is quick and clean - thanks! :-) ** And btw - shouldn't that read BNE loop rather than BEQ loop ? Keep adding the one number and decreasing the other until the other is zero, the...

Forum: Newbie Help Center   Topic: Multiplying arbitrary numbers?

 Post subject: Multiplying arbitrary numbers? Posted: Thu Oct 22, 2015 8:24 am

Replies: 5
Views: 1901

 So, I'm restructuring a method here of how I'm doing something, and I'm realizing that the simplest way to achieve this would be a simple multiplication...but I know that's not such a simple thing if not by a power of two in ASM. What's the best method you guys have for multiplying arbitrary, variab...

Forum: Newbie Help Center   Topic: Ordering Objects by Y

 Post subject: Re: Ordering Objects by Y Posted: Fri Jul 10, 2015 2:14 pm

Replies: 16
Views: 2856

 Sounds reasonable. Again, though, having a rough time translating the concept from high level into ASM. It's definitely my higher level thinking getting in the way, but I haven't found any references for doing something like this specifically for nes development. Might benefit folks like me to see a...

Forum: Newbie Help Center   Topic: Ordering Objects by Y

 Post subject: Re: Ordering Objects by Y Posted: Fri Jul 10, 2015 1:04 pm

Replies: 16
Views: 2856

 You guys are awesome. I really do need some help with this routine. Again, I'm understanding the concept alright, and I successfully prepped my object drawing routine to draw based on moveable indexed values, but still having a hard time with the actual sorting. I've got an array drawOrder. It holds...

Forum: Newbie Help Center   Topic: Ordering Objects by Y

 Post subject: Re: Ordering Objects by Y Posted: Wed Jul 08, 2015 5:22 pm

Replies: 16
Views: 2856

 Great example. That would suit the purposes just fine. I'm curious how to code an insertion sort in asm. Completely get the concept of shifting array values after a compare, but am trying to do it as efficiently as possible, and never really thought it out in ASM... Anyone offer any tips before I di...

Forum: Newbie Help Center   Topic: Ordering Objects by Y

 Post subject: Re: Ordering Objects by Y Posted: Wed Jul 08, 2015 9:47 am

Replies: 16
Views: 2856

 Doug - yes. And it was done plenty in NES titles (think of beat em ups, for an example, even though my game is not a Beat em up). Functionally, with a little tweaking, I think it actually works pretty good. But the graphic issue definitely will be a problem. Yeah, I've got to figure out a system of ...

Forum: Newbie Help Center   Topic: Ordering Objects by Y

 Post subject: Re: Ordering Objects by Y Posted: Wed Jul 08, 2015 8:18 am

Replies: 16
Views: 2856

 I've seen this suggested while perusing the forums, perhaps by you even. I foresee a slight problem with that with the way I handle actual object-to-object collision currently. Imagine a '1 unit tall' object behind the top of a '4 unit' tall object. They don't and shouldn't collide. Collision would ...

Forum: Newbie Help Center   Topic: Ordering Objects by Y

 Post subject: Ordering Objects by Y Posted: Wed Jul 08, 2015 7:51 am

Replies: 16
Views: 2856

 I've seen a few folks discuss here how they've handled ordering their objects, mostly in terms of how flickering is handled and whatnot. I'm looking conceptually for a processor-efficient way to order objects based on their y value to suggest 2.5d depth. I feel like mechanically, I've developed a pr...

Forum: Newbie Help Center   Topic: screen 'jitter' issue?

 Post subject: Re: screen 'jitter' issue? Posted: Thu Jun 11, 2015 10:55 am

Replies: 3
Views: 1106

 That could be why the problem just manifested, actually. I think my subroutine to load CHR ram might turn rendering back on at the end...aha....That might be it. Gonna check!

Forum: Newbie Help Center   Topic: screen 'jitter' issue?

 Post subject: screen 'jitter' issue? Posted: Thu Jun 11, 2015 10:39 am

Replies: 3
Views: 1106

 This is not the first time I've seen this problem...hopefully I can explain it alright. I have a screen transition - everything fades out, the screen turns off, a bunch of updates occur, and then the screen turns back on and fades back. Works flawlessly. Just added a routine to load different tilese...
 Posted: Thu May 28, 2015 6:02 pm

Replies: 6
Views: 1641

 Hey dougeff - I actually rewrote the code...where that comment is defines a whole bunch of variables that determine the recoil behavior for the respective direction. I didn't include it because without a WHOLE lot of explanation it wouldn't likely make much sense and would've just made it complicate...
 Posted: Thu May 28, 2015 5:52 pm

Replies: 6
Views: 1641

 Thanks for the heads up - actually the original code used BCC and BCS rather than BMI and BPL...this iteration I think I was just grasping at straws. After an eye-bleeding scan of any and all related code, I found the culprit in one subroutine...a single letter missing was changing the wrong velocit...
 Post subject: Something is bugging me...anything stick out to you? Posted: Thu May 28, 2015 4:12 pm

Replies: 6
Views: 1641

 So I have this routine that determines the player's 'recoil' direction in four direction based on the 'centerpoint' of the monster versus the 'centerpoint' of the player's hit box. It works fine for three directions, but I never seem to have a 'right' recoil. When it should recoil right, it always r...
 Post subject: Re: Best method for circular motion? Posted: Sun May 24, 2015 1:04 pm

Replies: 23
Views: 4253

 Right, lidnariq - it seems the quickest method would be to just do the sin/cos math computation externally and populate a data table with the values...but that makes it complete static. That was one of my approaches. The other one is similar to what Rainwarrior is describing with accerleating around...
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