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 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: 2898


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: 1113


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: 1113


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...

 Forum: Newbie Help Center   Topic: Something is bugging me...anything stick out to you?

Posted: Thu May 28, 2015 6:02 pm 

Replies: 6
Views: 1648


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...

 Forum: Newbie Help Center   Topic: Something is bugging me...anything stick out to you?

Posted: Thu May 28, 2015 5:52 pm 

Replies: 6
Views: 1648


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...

 Forum: Newbie Help Center   Topic: Something is bugging me...anything stick out to you?

Posted: Thu May 28, 2015 4:12 pm 

Replies: 6
Views: 1648


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...

 Forum: Newbie Help Center   Topic: Best method for circular motion?

Posted: Sun May 24, 2015 1:04 pm 

Replies: 23
Views: 4291


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...

 Forum: Newbie Help Center   Topic: Best method for circular motion?

Posted: Sun May 24, 2015 9:55 am 

Replies: 23
Views: 4291


Yeah, the target point method is essentially what I'm working with. I can get oscillation in either axis just fine, I just can't get a dependable circular motion that way...or even close, no matter how i populate the starting values or starting velocities (LOTS of trial and error, too). I mean, it's...

 Forum: Newbie Help Center   Topic: Best method for circular motion?

Posted: Thu May 21, 2015 10:26 am 

Replies: 23
Views: 4291


Rainwarrior - essentially, I've tried both of those methods but didn't really get the results I wanted. I think I'll end up using the organic movement sort of nature of messing with accelerations around a moving point for other things, but yeah...this particular usage should be pretty evidently a ci...

 Forum: Newbie Help Center   Topic: Best method for circular motion?

Posted: Wed May 20, 2015 12:45 pm 

Replies: 23
Views: 4291


Trying to do some orbital motion type stuff. Was wondering what you guys have used as a best method. I've tried a Horizontal + Vertical velocity type approach...it's kinda neat but definitely isn't consistent around a moving centerpoint (like an object moving around a player). Also, tried some look ...

 Forum: Homebrew Projects   Topic: Want some free publicity for your homebrew?

Posted: Fri May 01, 2015 1:14 pm 

Replies: 3
Views: 1875


Aw man great! I've been stoked to try it and anxiously awaiting my cart :-)

Will glady demo this one! Thank you for all the support and help. :-)

 Forum: Homebrew Projects   Topic: Want some free publicity for your homebrew?

Posted: Fri May 01, 2015 7:43 am 

Replies: 3
Views: 1875


Hey all - some of you guys know me and the project I'm working on, which is both a NES game as well as a documentary about the development process, the NES homebrew community, etc. A lot of major players on this forum have been integral in this project's development, and I've had the pleasure of mee...

 Forum: Newbie Help Center   Topic: Thought ROL/ROR would do this...

Posted: Thu Apr 30, 2015 8:01 am 

Replies: 6
Views: 1362


Yep, that did it! Thanks! :-)

 Forum: Newbie Help Center   Topic: Thought ROL/ROR would do this...

Posted: Thu Apr 30, 2015 7:35 am 

Replies: 6
Views: 1362


I see - so directly no, what I was trying wouldn't work directly. It would require a little bit more logic (checking either bit 0 or 7 depending on direction, setting or clearing the carry based on its value so that the ROR/ROL works as described?) Would something like this work? Am I making it too ...

 Forum: Newbie Help Center   Topic: Thought ROL/ROR would do this...

Posted: Thu Apr 30, 2015 7:22 am 

Replies: 6
Views: 1362


I have a byte I want to cycle through, where the bits should be shifted with 'wrapping' - like so: #%00000010 --> #%00000001 --> #%10000000 I thought that ROR / ROL worked this way (and opposite), but it does not seem to in this case. Is my understanding flawed, or is it something deeper in the code...
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