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 Forum: Homebrew Projects   Topic: Any Homebrewers in Portland/Seattle?

Posted: Fri Jan 09, 2015 9:11 pm 

Replies: 7
Views: 2835


Lidnariq - do you happen to have any past NES homebrews of note? Thanks for responding!

 Forum: Homebrew Projects   Topic: Any Homebrewers in Portland/Seattle?

Posted: Fri Jan 09, 2015 10:48 am 

Replies: 7
Views: 2835


Hey all - looking to profile some homebrewers and their projects. Will be traveling to Portland and Seattle this month and was wondering if there are any active NES homebrewers in that area not afraid to be on camera? Or perhaps some of you may know someone?

Let me know! Thanks.

 Forum: Newbie Help Center   Topic: sub pixel movement?

 Post subject: Re: sub pixel movement?
Posted: Sat Dec 13, 2014 11:37 am 

Replies: 8
Views: 2419


Hey friend - yeah, this I figured out. It's more using 16bit math for the acceleration routine that's tripping me up. I elaborated much more in a response PM. Thanks for the constant and quick feedback everyone :-)

 Forum: Newbie Help Center   Topic: sub pixel movement?

 Post subject: Re: sub pixel movement?
Posted: Sat Dec 13, 2014 10:36 am 

Replies: 8
Views: 2419


Right - I'm still confused though, about drawing the 'sub pixel'. For instance, prior to starting to work with sub-pixel movement, I had a simple variable called playerX. L and R inc or dec playerX, and then it was written to spriteRam+whatever to determine the tiles x position in the screen. Easy. ...

 Forum: Newbie Help Center   Topic: sub pixel movement?

 Post subject: Re: sub pixel movement?
Posted: Sat Dec 13, 2014 10:00 am 

Replies: 8
Views: 2419


Alright - so here's a follow up question on this... I have understood the very easy method of implementing 16bit math to handle 'sub pixel movement'/acceleration...however I'm sort of confused how to translate that to screen position. For acceleration, for instance...it was very simple to add a low ...

 Forum: Newbie Help Center   Topic: sub pixel movement?

 Post subject: Re: sub pixel movement?
Posted: Thu Dec 11, 2014 3:21 pm 

Replies: 8
Views: 2419


Tepples - that is an awesome resource! Thanks! And Kasumi...you're right. That was brain-dead-simple! *palm to forehead*. Very easily integrated.

 Forum: Newbie Help Center   Topic: Controller Read Issue?

 Post subject: Re: Controller Read Issue?
Posted: Thu Dec 11, 2014 2:49 pm 

Replies: 10
Views: 1918


Hey all - thanks for the responses. Yes, X is set to 8 before jumping to the routine. I tried adding it just before the controller bytes loop just in case to the same ends. It's a gremlin, for sure. Yes, RAM is cleared at reset prior to turning the NMI on, yet when this routine is called inside the ...

 Forum: Newbie Help Center   Topic: sub pixel movement?

 Post subject: sub pixel movement?
Posted: Thu Dec 11, 2014 2:43 pm 

Replies: 8
Views: 2419


Been seeing a few posts on this and have been experimenting with a few things. I'm trying to get a good handle on the best method for sub pixel movement (seems imperative to implement, lest everything always move by multiples of 'one pixel'). Things like acceleration are impossible without this. Jus...

 Forum: Newbie Help Center   Topic: Controller Read Issue?

 Post subject: Controller Read Issue?
Posted: Wed Dec 10, 2014 9:59 am 

Replies: 10
Views: 1918


This is something that went unnoticed until now. I have a controller reading routine that seems to work just fine. It's this: GamePadCheck: LDA #$01 STA $4016 LDA #$00 STA $4016 ReadControllerBytesLoop: PHA LDA $4016 AND #%00000011 CMP #%00000001 PLA ROR DEX BNE ReadControllerBytesLoop STA gamepad R...

 Forum: Newbie Help Center   Topic: Detecting 'point of collision'

Posted: Sun Nov 30, 2014 4:10 pm 

Replies: 2
Views: 857


I had written a lot about how to get left, right, up or down, but it boils down to exactly what you're thinking. absolute value of object X midpoint - enemy X midpoint. absolute value of object Y midpoint - enemy Y midpoint. If X distance was greater than Y, collision is horizontal, else collision ...

 Forum: Newbie Help Center   Topic: Detecting 'point of collision'

Posted: Sun Nov 30, 2014 10:56 am 

Replies: 2
Views: 857


This might be more of a programming question than NES specific, however I can conceive of plenty of ways to do this with higher level functions or if cycles weren't a concern...so I guess I'm looking for a suggested method for something much more efficient - I'm looking to essentially detect whether...

 Forum: Newbie Help Center   Topic: Random numbers from start?

 Post subject: Random numbers from start?
Posted: Tue Nov 18, 2014 8:35 pm 

Replies: 3
Views: 1008


So I've worked through and, with the help of posts I've found on the subject, developed a PRNG that works for me pretty well...however, I'd love to develop something that gives me a random seed value for it prior to, say, player input. Does anyone have any methods for this? Having a random seed valu...

 Forum: Newbie Help Center   Topic: Trying CHR-Ram instead of CHR-Rom -

Posted: Wed Nov 05, 2014 9:51 pm 

Replies: 26
Views: 4511


Strange - I thought I had rendering turned off...I'm doing this all before I actually turn rendering on. I'll check again, but I'm pretty sure. That was my first attempt at a fix.' It seems I was able to fix it - but I'm not sure why this fixed it. I have both rendering and NMI disabled while I clea...

 Forum: Newbie Help Center   Topic: Trying CHR-Ram instead of CHR-Rom -

Posted: Wed Nov 05, 2014 8:49 pm 

Replies: 26
Views: 4511


I sort of feeling it was a vBlank issue - that there were only so many cycles for these updates...thanks for confirming. I'm wondering what is the general method of initiating pattern tables for folks who ARE using RAM? I generally understand the vBlank, I'm just not sure how to load x-data, then wa...

 Forum: Newbie Help Center   Topic: Trying CHR-Ram instead of CHR-Rom -

Posted: Wed Nov 05, 2014 8:25 pm 

Replies: 26
Views: 4511


Alright, so based on all the help, I have this working flawlessly. Tokumaru - once I got the fundamentals down, implementing the variable method you suggested was very easy and is awesome. Now I've got it set up to load as many tiles wherever I want in the pattern table...very logical and is right i...
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