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

Posted: Fri Jul 11, 2014 3:03 pm 

Replies: 5
Views: 1421


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: 1421


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: 2077


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: 2077


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: 2077


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: 2077


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...

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

Posted: Wed Jul 09, 2014 1:59 pm 

Replies: 14
Views: 2077


So this is a pretty simple one - I'd like to have a variable determine which nametable to draw in my subroutine. What does work is if I make a constant (SCREEN00 = Nametable00) and then load my nametable through my subroutine, it works fine. There is an intermediary step, however...if I set constant...

 Forum: Newbie Help Center   Topic: ASM6 and trouble with nametables...

Posted: Tue Jul 08, 2014 6:40 pm 

Replies: 30
Views: 4535


Ah, thanks Kasumi! In context now, that makes more sense (from previous PM).

I shall trudge ever forward. Thanks all for the assistance!

 Forum: Newbie Help Center   Topic: ASM6 and trouble with nametables...

Posted: Tue Jul 08, 2014 6:05 pm 

Replies: 30
Views: 4535


Thank you very much. I have played with these ideas from the posts, but the result is exactly the same, unfortunately. Let me show you how I have essentially put the Nametable Load into the NMI and made the adjustments you all suggested: The scroll is still off. Now, all of this 'problem' is contain...

 Forum: Newbie Help Center   Topic: ASM6 and trouble with nametables...

Posted: Tue Jul 08, 2014 2:42 pm 

Replies: 30
Views: 4535


Gotcha - will absolutely do that, then! So last night, we fixed the issue I was having. Today, I completely rewrote my code (to better align with what I'm understanding of a good file structure, and commenting things out to better help me understand what is happening). Rainwarrior , you suggested pu...

 Forum: Newbie Help Center   Topic: ASM6 and trouble with nametables...

Posted: Tue Jul 08, 2014 6:59 am 

Replies: 30
Views: 4535


Thanks Rainwarrior - later today, I'm going to attempt to iterate through a basic file structure and try to build it from scratch and referencing your link as little as possible. If I have pressing questions while I do, would you mind if I PM you? I appreciate the help and the lengthy explanation. Y...

 Forum: Newbie Help Center   Topic: ASM6 and trouble with nametables...

Posted: Tue Jul 08, 2014 4:47 am 

Replies: 30
Views: 4535


Wow - Rainwarrior, that example has a ton of great stuff in it! Thanks so much for that, I'm really going to dissect it. Most of it makes perfect sense to me as I read it sort of casually...which is good! Haha. Tokumaru, thanks for clarifying. All in all, this problem is officially solved thanks to ...

 Forum: Newbie Help Center   Topic: ASM6 and trouble with nametables...

Posted: Mon Jul 07, 2014 8:29 pm 

Replies: 30
Views: 4535


The Fox - yup. I landed on that one...thanks for the suggestion. I managed to figure that out through trial and error. Also, Memblers and Tokumaru - the solution was in a combination of what you two said. I WAS doing the write to the PPU register correct to read from $1000, but that was never being ...

 Forum: Newbie Help Center   Topic: ASM6 and trouble with nametables...

Posted: Mon Jul 07, 2014 8:16 pm 

Replies: 30
Views: 4535


You guys are awesome. Seriously. I fully realize I'm asking some newbish questions, and not a single troll or impatient response yet. What a wonderful part of the interwebs this is! Tokumaru - you nailed it on the clearing the scrolling. That fixed the issue 100% as far as that weird offset I was ge...

 Forum: Newbie Help Center   Topic: ASM6 and trouble with nametables...

Posted: Mon Jul 07, 2014 7:02 pm 

Replies: 30
Views: 4535


My mistake for not including that. Yes, from Tokumaru's template, I actually have a 'header.asm' file which has this header, and then its body includes this file. This has been working for the other things I've been messing around with fine (setting up a meta-sprite character, making character move,...
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