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 Forum: NES Music   Topic: FamiTone2 problem - not all notes played?

Posted: Mon Jul 21, 2014 5:02 pm 

Replies: 10
Views: 2708


Hey all - followed along the readme file to get a song written in FamiTracker into a ROM file. Got it working no problem - the update is at the end of the NMI. There's not much else in the file - was just trying to get the audio to work in a small practice file before loading it into something more ...

 Forum: Newbie Help Center   Topic: Random number, and best way to get a seed value?

Posted: Fri Jul 18, 2014 2:39 pm 

Replies: 4
Views: 1201


Hey guys - thanks. The seed idea helped (similar to what I was trying, but still...this seems a better approach). The main issue...no call to the actual subroutine! *slams head on desk*. In going through and implementing this idea, I found it as the problem. The values all seem to be relatively low....

 Forum: Newbie Help Center   Topic: Random number, and best way to get a seed value?

Posted: Fri Jul 18, 2014 1:47 pm 

Replies: 4
Views: 1201


I've seen a bunch of advice in the forums already and have tried a few things. I am attempting to set up a random timer, however nothing I've implemented seems to work (adding a return value from random number generator to timer yeilds a continually steady timer rather than one that should be pretty...

 Forum: Newbie Help Center   Topic: Regarding a pointer for collision data...

Posted: Sun Jul 13, 2014 6:53 pm 

Replies: 10
Views: 1836


Yep, with the help here I figured it out. Oddly, everything seems to be shifted a row down, but I'm sure if I dig through and unknot the spaghetti of code here I'll find the culprit.

 Forum: Newbie Help Center   Topic: Regarding a pointer for collision data...

Posted: Sun Jul 13, 2014 2:52 pm 

Replies: 10
Views: 1836


Thanks! I have it referenced along with a dozen other resources...still familiarizing myself. Thanks for the clarifications!

 Forum: Newbie Help Center   Topic: Regarding a pointer for collision data...

Posted: Sun Jul 13, 2014 12:49 pm 

Replies: 10
Views: 1836


That's sort of what I thought. I set up a collision table to handle screen00 and got it working exactly as I wanted to. Now, with my screen changes (working, using a nametable pointer to load the next screen), I also want to change the collision table (so I'm attempting to set up a collisionPointer ...

 Forum: Newbie Help Center   Topic: Regarding a pointer for collision data...

Posted: Sun Jul 13, 2014 7:03 am 

Replies: 10
Views: 1836


Rainwarrior - yes exactly, that's exactly what I meant. I was just wondering if there was a best practice for this or a more logical place (or good place) to store them to CPU memory. Again, maybe this is a case of overthinking things, but just wondering if anyone had any advice on this.

 Forum: Newbie Help Center   Topic: Regarding a pointer for collision data...

Posted: Sun Jul 13, 2014 6:01 am 

Replies: 10
Views: 1836


So I've made a pretty effective background collision system (probably not very pretty, but suiting my needs for the time being) designed for a single screen, however now I'd like to set up a pointer like I did with nametables, so when I change screens, I also change collision tables along with it. I...

 Forum: Newbie Help Center   Topic: Best way to generate bkg collision data?

Posted: Fri Jul 11, 2014 5:09 pm 

Replies: 5
Views: 1383


Yes, I understand the concept, thanks! It's more the implementation I'm having a problem with. I've done this sort in high level languages, just trying to translate it to my growing knowledge of ASM. For instance, I can generally use my nametable setup as a reference of how to set up a table, howeve...

 Forum: Newbie Help Center   Topic: Best way to generate bkg collision data?

Posted: Fri Jul 11, 2014 3:03 pm 

Replies: 5
Views: 1383


I've actually been considering developing a tool to create collision map data eventually, I just want to be sure I can get it working before I go down that road. I appreciate the response. I'm still having a hard time understanding the use of a pointer. With your help, I was able to implement a poin...

 Forum: Newbie Help Center   Topic: Best way to generate bkg collision data?

Posted: Fri Jul 11, 2014 11:13 am 

Replies: 5
Views: 1383


I've been reading many posts on the subject today and have plenty of good ideas. I completely understand the concept of creating essentially a grid of (16x16) metatiles and dividing by 16 to determine an object's position relative to that grid (or dividing by 32, for instance, to get the object's po...

 Forum: Newbie Help Center   Topic: Just a curious thing - more with nametables

Posted: Thu Jul 10, 2014 5:14 am 

Replies: 14
Views: 1996


Thanks so much - this makes a lot more sense now and the problem is glaringly obvious now that I look at the code through this understanding.

 Forum: Newbie Help Center   Topic: Just a curious thing - more with nametables

Posted: Wed Jul 09, 2014 8:29 pm 

Replies: 14
Views: 1996


You guys are being incredibly helpful in this regard. And it brings me to another source of confusion, which is sort of related. I thought I had it figured out, but now things are acting funky. So if I have a variable, load it to A, and want to compare it's value to, say, another variable's value, i...

 Forum: Newbie Help Center   Topic: Just a curious thing - more with nametables

Posted: Wed Jul 09, 2014 3:57 pm 

Replies: 14
Views: 1996


Haha, sure - the logic is sound. I'll have to play with it to make sure it works, but that should achieve what I'm trying to make happen.

**EDIT**
Yes, that works like a charm! Thanks guys!

 Forum: Newbie Help Center   Topic: Just a curious thing - more with nametables

Posted: Wed Jul 09, 2014 2:39 pm 

Replies: 14
Views: 1996


Essentially, I was attempting a subroutine to handle screen changes (different name tables). The idea was to have a variable to determine what 'next screen' to draw. So if I was at SCREEN00, i could change the variable to SCREEN01 (and if at SCREEN01, change it to SCREEN02, etc etc etc) so when that...
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