It is currently Tue Nov 13, 2018 9:04 am

All times are UTC - 7 hours



Search found 321 matches
Search these results:

Author Message

 Forum: Newbie Help Center   Topic: JMP, fine...JSR, nope...

Posted: Wed Jan 14, 2015 12:28 pm 

Replies: 28
Views: 5105


Just to be clear, you're not expecting registers to be preserved during JSR and restored at RTS, right? They're not? Hm...that is definitely news to me... So if I were to do something like this: LDX #$01 JSR whatever ....... whatever: TXA RTS ...could I not expect 1 to now be in the accumulator (no...

 Forum: Newbie Help Center   Topic: JMP, fine...JSR, nope...

Posted: Wed Jan 14, 2015 8:37 am 

Replies: 28
Views: 5105


Great advice. I followed it. I loaded $FF to A at the start of the routine so I could see if it was getting accessed, and then step through to see what the accumulator values were and to make sure things were going where expected. I was able to follow the code line by line, and everything is exactly...

 Forum: Newbie Help Center   Topic: JMP, fine...JSR, nope...

Posted: Wed Jan 14, 2015 7:07 am 

Replies: 28
Views: 5105


The bug is probably somewhere else, and even if you can get around it by not using JSR/RTS in this particular case, it will probably manifest itself some other way later in development, so you'd better find out what's wrong now. Yeah - that's my inclination too. I don't want to bury the gremlin and...

 Forum: Newbie Help Center   Topic: JMP, fine...JSR, nope...

Posted: Tue Jan 13, 2015 8:04 pm 

Replies: 28
Views: 5105


No problem - here is some code. Hopefully it's enough context? I have added a acceleration and deceleration method to my movement (works fine). Now I have to update my collision detection. This is where the problem is coming in. Here is the code that works in line. For example, this reads the point ...

 Forum: Newbie Help Center   Topic: JMP, fine...JSR, nope...

Posted: Tue Jan 13, 2015 6:37 pm 

Replies: 28
Views: 5105


Hey guys - thanks. I push all my stack values at the top of the NMI and pull them at the end. So that's not it... But more importantly, nothing is being pushed or pulled during this routine. I'm mostly perplexed that it works perfectly in line, but not as a routine. Thanks for the suggestions though...

 Forum: Newbie Help Center   Topic: JMP, fine...JSR, nope...

 Post subject: JMP, fine...JSR, nope...
Posted: Tue Jan 13, 2015 5:27 pm 

Replies: 28
Views: 5105


So this is the first time I've experienced this. It's sorta wacky. I have a routine that I'd like to use in a few instances, so I set up a JSR->Routine->RTS scenario. It does not work. I mean, there are no errors returned, however its effect does not work... Now, if I take the meat of the routine (a...

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

Posted: Fri Jan 09, 2015 9:11 pm 

Replies: 7
Views: 3320


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: 3320


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: 2778


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: 2778


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: 2778


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: 2778


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: 2125


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: 2778


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: 2125


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...
Sort by:  
Page 18 of 22 [ Search found 321 matches ]


All times are UTC - 7 hours


Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group