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

Posted: Thu May 21, 2015 10:26 am 

Replies: 23
Views: 4436


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: 4436


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: 2180


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: 2180


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: 1415


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: 1415


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: 1415


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...

 Forum: Newbie Help Center   Topic: CHR Ram on actual hardware

Posted: Fri Apr 24, 2015 4:17 am 

Replies: 13
Views: 2675


Got it! Awesome info!

Yeah, i get the impression this is how a lot of people handle background tile animation. Might give it a try now that i am aware how easy it is!

 Forum: Newbie Help Center   Topic: CHR Ram on actual hardware

Posted: Thu Apr 23, 2015 6:29 pm 

Replies: 13
Views: 2675


Annnnd it's Memblers FTW! haha. I was doing my CHR-RAM loads prior to setting up my first bank load (it happened in the inits JUST after the chr-ram loads). I would have never thought of that. Awesome. I do have a prg bank table, and a routine to bankswitch. I suppose I'm confused how that also hand...

 Forum: Newbie Help Center   Topic: CHR Ram on actual hardware

Posted: Thu Apr 23, 2015 6:07 am 

Replies: 13
Views: 2675


CHR RAM swapping being done incorrectly or wrong bit order. This won't be a problem with NROM, UNROM, or BNROM, but ASIC mappers used with both CHR ROM and CHR RAM can bankswitch CHR RAM the same way as CHR ROM. MMC1 and MMC3 games are known to do this. What mapper is used? Hm - now that's an inter...

 Forum: Newbie Help Center   Topic: CHR Ram on actual hardware

 Post subject: CHR Ram on actual hardware
Posted: Wed Apr 22, 2015 4:35 pm 

Replies: 13
Views: 2675


So I was fairly sure this was my own beat up NES causing the problem, plus I thought I'd resolved it (magically), but enough signs point to that not being the case that I'm compelled to ask about it. I'm using CHR-RAM. At the start of the game, I turn the drawing off (and in NMI at the end, even hav...

 Forum: Newbie Help Center   Topic: VRAM buffer?

 Post subject: VRAM buffer?
Posted: Wed Apr 22, 2015 7:29 am 

Replies: 3
Views: 1333


I'm looking for a starting point here as to best methods for creating a simple vram buffer. I understand the reasons to have one; the limited amount of time for graphical updates in the vBlank. So for things like HUD updates, background graphic changes, etc...I get it. I get that the concept would b...

 Forum: Newbie Help Center   Topic: Wonky compare issue

 Post subject: Re: Wonky compare issue
Posted: Sat Apr 18, 2015 10:33 am 

Replies: 10
Views: 2247


Oops yeah that's what i meant. Alright...thats good info. I'll play a little with this today. **** I seem to have no problem doing the compare with a positive number but can't seem to get this working with a negative one. The number should swing from a potential positive value to a potential negativ...

 Forum: Newbie Help Center   Topic: Wonky compare issue

 Post subject: Re: Wonky compare issue
Posted: Sat Apr 18, 2015 8:42 am 

Replies: 10
Views: 2247


This is helping a lot (signed, unsigned numbers). And I'm getting the concept - if there was some function that took #$10 and subtracted #$20, the result, unsigned, would be #$F0 (#%11110000), and when figuring this as a signed value, that 7th bit would be determinant that this is *negative* (essent...

 Forum: Newbie Help Center   Topic: Wonky compare issue

 Post subject: Re: Wonky compare issue
Posted: Fri Apr 17, 2015 11:37 am 

Replies: 10
Views: 2247


Right. That's probably exactly it. Damn. My brain hurts. haha
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