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 Forum: Newbie Help Center   Topic: Simple edge-checking, best method?

Posted: Wed Nov 04, 2015 6:03 pm 

Replies: 15
Views: 3103


Good advice, guys - I've gone ahead and tried it with various sized objects with different widths, from 8 to 48 pixels wide, and can't recreate the original probal with it coded this way, so I'm going to do the foolish thing and pray that if and when it does manifest again, something will be more ov...

 Forum: Newbie Help Center   Topic: Simple edge-checking, best method?

Posted: Wed Nov 04, 2015 5:14 pm 

Replies: 15
Views: 3103


Dude. Kasumi. I have no idea what the general difference was between your code and mine other than just the names of some damned variables...I literally have gone over and over and over it trying to make sense of what was wrong with mine. I jumped passed mine and re-wrote it in terms of yours, it wo...

 Forum: Newbie Help Center   Topic: Simple edge-checking, best method?

Posted: Wed Nov 04, 2015 9:59 am 

Replies: 15
Views: 3103


Thanks for the clarification. There is still one anomalous thing. I have updated the code to this, using clearly identifiable labels from your explanation: LDA ObjectXhi CLC EOR #$80 ADC ObjectHSpeedHi EOR #$80 BVC thisMoveWasValid BPL wrappedRight ;; if not, wrapped left JMP RESET ;; do what happen...

 Forum: Newbie Help Center   Topic: Simple edge-checking, best method?

Posted: Wed Nov 04, 2015 8:07 am 

Replies: 15
Views: 3103


So here is how I've attempted to adapt the code you guys provided. Still having trouble, however. LDA ObjectXhi CLC EOR #$80 ADC HSpeedHi EOR #$80 BVS beyondBoundsCheck JMP updateObjectPosition ;; not beyond bounds, carry on with pos update beyondBoundsCheck: BPL checkLeftBounds CMP #BOUNDS_RIGHT BC...

 Forum: Newbie Help Center   Topic: Simple edge-checking, best method?

Posted: Tue Nov 03, 2015 6:01 pm 

Replies: 15
Views: 3103


Sure - I've got essentially a horizontal velocity and a vertical velocity for the movement, so yeah - it sort of generates signed movement. Gets the signed hvelocity, adds it to the current x value, does the same for the y. I get the new potential position, then check that against the screen bounds....

 Forum: Newbie Help Center   Topic: Simple edge-checking, best method?

Posted: Tue Nov 03, 2015 5:25 pm 

Replies: 15
Views: 3103


So, I have a routine that does this, obviously, but was one of the early things I worked on and knowing much more, I know there is a better way to do it. I am trying to check the position offset by the potential movement in the next step (stored into temp, let's say) against the edges of the screen ...

 Forum: Newbie Help Center   Topic: LUT table pointer redirect issue

Posted: Sun Nov 01, 2015 4:11 pm 

Replies: 40
Views: 5998


Thanks for all the great replies. This was the only instance so far where I've been sort of using multiple levels of indirect addressing like this, and I think I was just getting brain-crossed a bit, but the replies have been stellar and taught me a few things that I didn't know (or that I knew and ...

 Forum: Newbie Help Center   Topic: LUT table pointer redirect issue

Posted: Sat Oct 31, 2015 7:19 am 

Replies: 40
Views: 5998


Well, even without it should've pointed to the first in the table...but it doesn't do that either. I've amended with added the variable value...this still isn't right. If the idea looks sound to you guys, then I know something funny is happening elsewhere...just wanted to make sure this looked right.

 Forum: Newbie Help Center   Topic: LUT table pointer redirect issue

Posted: Sat Oct 31, 2015 7:07 am 

Replies: 40
Views: 5998


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?

Posted: Thu Oct 22, 2015 8:42 am 

Replies: 5
Views: 1936


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?

Posted: Thu Oct 22, 2015 8:24 am 

Replies: 5
Views: 1936


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: 2935


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: 2935


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: 2935


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: 2935


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 ...
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