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 Forum: Newbie Help Center   Topic: Still grasping indirect addressing...

Posted: Mon Apr 06, 2015 6:03 am 

Replies: 16
Views: 3102


If I'm understanding what you're saying (with the first example), that's sort of how I have it now. If my game has 160 rooms, for instance (that's 10 banks of 16 rooms), it might look like: ;;Bank 0 rm0: .include "Room0.asm" rm1: .include "Room1.asm" .... rm0F: .include "Roo...

 Forum: Newbie Help Center   Topic: Still grasping indirect addressing...

Posted: Sun Apr 05, 2015 5:39 pm 

Replies: 16
Views: 3102


hey Joe - thanks for the advice. I'm still a novice at this, for sure, but I'm getting the hang of things. I do have a table with bank numbers. That's already happening. My concept has been to this point just .include - ing level data under easily defined labels...for instance, in bank0 I might have...

 Forum: Newbie Help Center   Topic: Still grasping indirect addressing...

Posted: Sun Apr 05, 2015 3:08 pm 

Replies: 16
Views: 3102


I think I may have misprinted some of that when I was originally copying it over (to try and get something conceptual). Maybe if I lay out exactly what I'm trying to do, you guys might provide me with a best method. Maybe I'm overcomplicating it anyway. I'm trying to make my calls for level data mor...

 Forum: Newbie Help Center   Topic: Still grasping indirect addressing...

Posted: Sun Apr 05, 2015 1:34 pm 

Replies: 16
Views: 3102


Yes, I also had the high bytes - was just reducing for the post. The parentheses might be the issue though! Hopefully! Let me check it out.

 Forum: Newbie Help Center   Topic: Still grasping indirect addressing...

Posted: Sun Apr 05, 2015 11:56 am 

Replies: 16
Views: 3102


So, I have plenty of places right now that are being indirectly addressed, but now that I'm sort of creating a jump table (indirect address pointing to indirect addresses), can't quite wrap my head around it. Hoping someone can help. So, essentially I want something like this: StartAddressLo: .db <n...

 Forum: Newbie Help Center   Topic: Strange and/or behavior?

Posted: Fri Apr 03, 2015 12:02 pm 

Replies: 6
Views: 1388


Yeah...i figured it out just as you were posting. Brain is melting.

 Forum: Newbie Help Center   Topic: Strange and/or behavior?

 Post subject: Strange and/or behavior?
Posted: Fri Apr 03, 2015 11:34 am 

Replies: 6
Views: 1388


Alright...I'm ORA-ing new values into a particular byte, but reading that byte is not having the expected results. Just seeing if this looks right to you guys or if there is something fundamentally wrong. GameLoop: LDA theState AND #%01000000 BEQ bitIsClear ;;;;;;do things here if the bit is set JMP...

 Forum: Newbie Help Center   Topic: Some basic scrolling issues

Posted: Wed Mar 25, 2015 11:25 am 

Replies: 29
Views: 4520


Yeah, I started the routines from scratch and really tried to work it out logically; based everything around my existing nametable load routine. I'm sure it's terribly ugly, but it works (horizontally, at least). Now, onto the terrors of attributes...haha. Should I post the solution for dissection? ...

 Forum: Newbie Help Center   Topic: Some basic scrolling issues

Posted: Wed Mar 25, 2015 6:18 am 

Replies: 29
Views: 4520


I know a lot of folk chiming in are vets here, where as I am still very much learning the ins-and-outs. I figured I'd offer some perspective here, in case it was of interest to those of you creating documentation (and I am creating documentation as I am going too...more like the layman's guide to NE...

 Forum: Newbie Help Center   Topic: Some basic scrolling issues

Posted: Tue Mar 24, 2015 5:59 am 

Replies: 29
Views: 4520


Hey guys - thanks for the tips. This was just a slammed together tester file to futz around with scrolling, so there probably are some quick and dirty (read: lazy, wonky) things in here, but also that info is very valuable. And yeah, Tepples - I'd say that some of this is Cargo Cult programming...ge...

 Forum: Newbie Help Center   Topic: Some basic scrolling issues

Posted: Mon Mar 23, 2015 3:28 pm 

Replies: 29
Views: 4520


Hm - yeah, I had considered that might be where the issue was, but dismissed it. I tried this: DrawColumnLoop: LDA (sourceLo),y STA $2007 TYA ; Changed CLC ; changed ADC #$20 ; changed TAY ; changed DEX ; changed BNE DrawColumnLoop I thought this would give me essentially 'columns', but just gave me...

 Forum: Newbie Help Center   Topic: Some basic scrolling issues

Posted: Mon Mar 23, 2015 1:11 pm 

Replies: 29
Views: 4520


Thanks - that was actually my first instinct. I tried changing this: DrawColumn: LDA #%0000100 STA $2000 To this: DrawColumn: LDA #%0000000 STA $2000 ...prior to even posting, but that gives me just one 'row' of data, rather than one column...i'll have to play more with that part of it.

 Forum: Newbie Help Center   Topic: Some basic scrolling issues

 Post subject: Some basic scrolling issues
Posted: Mon Mar 23, 2015 12:38 pm 

Replies: 29
Views: 4520


Fortunately, the game is not heavily dependent on scrolling, but after toying with it and it stumping me, I'd still like to figure it out. I adapted some of the Nerdy Nights tutorials to a simple engine I slammed together for testing, and I do have scrolling 'working', but very wonkily. Here are my ...

 Forum: Newbie Help Center   Topic: Extract tile position

 Post subject: Re: Extract tile position
Posted: Sat Feb 21, 2015 6:58 pm 

Replies: 3
Views: 1141


Hm - yeah, that could be a good shortcut, I think. I used a similar method for something else, dunno why I didn't consider it in this instance.

Thanks!

 Forum: Newbie Help Center   Topic: Extract tile position

 Post subject: Extract tile position
Posted: Sat Feb 21, 2015 5:03 pm 

Replies: 3
Views: 1141


Alright, so I have 16x16px tiles with some metadata stored for collision and tile type in a lookup table. All is working great...no problems. For one of the tile types, I need to gauge where the player is in relation to the tile itself, and I can't seem to extract the tile position in pixels for tha...
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