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 Forum: Homebrew Projects   Topic: NESmaker video for first draft of HUD designer

Posted: Sat Jun 09, 2018 9:29 am 

Replies: 0
Views: 2334


I know some of you are at least passively curious as to the development of this tool, and what the front end will look like, and how it works with the underlying ASM, etc. Here's a link to the current feature video for the first draft of our HUD designer. It allows users to create custom sized boxes...

 Forum: Newbie Help Center   Topic: ASM6 string question

 Post subject: Re: ASM6 string question
Posted: Thu Jun 07, 2018 12:33 pm 

Replies: 12
Views: 2158


Tepples - yeah, that's sort of where our minds started going, just wondering if it was possible using what we were already using in a creative way. Thanks!

 Forum: Newbie Help Center   Topic: ASM6 string question

 Post subject: Re: ASM6 string question
Posted: Thu Jun 07, 2018 11:11 am 

Replies: 12
Views: 2158


Tokumaru - haha thanks. Yeah, just trying to be close enough with the nomenclature for ASM to have people understand me. I would've likely called it an assembler operation if I'd really thought it through. haha. And drat. Curses. Was hoping. And Dougeff - yeah, you're getting close to what I'm looki...

 Forum: Newbie Help Center   Topic: ASM6 string question

 Post subject: Re: ASM6 string question
Posted: Thu Jun 07, 2018 8:26 am 

Replies: 12
Views: 2158


I'm trying to have it merge the EQU strings of two constants. So...it's replacing CONSTANT_0 with Whatever_ and CONSTANT_1 with 0, so then a new value becomes Whatever_0, and then reading the value of Whatever_0 Is this not possible? (the addition is not meant to ADD a value of CONSTANT_1 to what is...

 Forum: Newbie Help Center   Topic: ASM6 string question

 Post subject: Re: ASM6 string question
Posted: Thu Jun 07, 2018 7:17 am 

Replies: 12
Views: 2158


Alright, let me try to explain better. Let's say I have a constant that represents a variable image. VARIABLE_IMAGE_0 = #$00 VARIABLE_IMAGE_1 = #$19 And I want to create some sort of procedural string to call the VARIABLE_IMAGE, based on a variable, without taking up the ROM space... So my thought w...

 Forum: Newbie Help Center   Topic: ASM6 string question

 Post subject: ASM6 string question
Posted: Thu Jun 07, 2018 6:39 am 

Replies: 12
Views: 2158


Hey all - I know some of the answers will be "use this other assembler"...so we'll skip those for a moment. :-) Recently I was inquiring about getting specific strings, and was shown the EQU opcode. It works like a charm for the purpose I needed. To extend the question, though, does anyone...

 Forum: Newbie Help Center   Topic: Object collisions - "grouping" / speed benefit

Posted: Fri Apr 27, 2018 9:06 am 

Replies: 29
Views: 4161


Okay - I think my brain needs a bourbon break for a few days........ ME: Man! No matter what I do I can't seem to curb the slowdown problem. I didn't even have this much of an issue with Mystic Origins, and was a much more dense mess of spaghetti code! I've tried bit masking and lists and every othe...

 Forum: Newbie Help Center   Topic: Object collisions - "grouping" / speed benefit

Posted: Fri Apr 27, 2018 7:27 am 

Replies: 29
Views: 4161


Yeah - I see the logic in what you're saying. But I guess what I'm thinking is...rather than checking every object against every object (16*15, 15*14, 14*13...etc), instead I'd be doing a quick run through a single time to see where to put the objects, and then running them against each other (monOb...

 Forum: Newbie Help Center   Topic: Object collisions - "grouping" / speed benefit

Posted: Fri Apr 27, 2018 7:12 am 

Replies: 29
Views: 4161


Good notes. I meant effectively creating tables every frame. Rather than cycling through, seeing "yes, this should hurt monsters", and then evaluating every object to see if it's a monster, start by creating a table of weapons and a table of monsters, and then just comparing them against e...

 Forum: Newbie Help Center   Topic: Object collisions - "grouping" / speed benefit

Posted: Fri Apr 27, 2018 6:18 am 

Replies: 29
Views: 4161


I had a the slot solution sort of conceptualized, but I wonder - how much time would it actually take to process these lists in a frame? If it's just a bit mask read to put an object into the correct list, and object number is always fairly small (sixteen or so), it seems that would be pretty quick....

 Forum: Newbie Help Center   Topic: Object collisions - "grouping" / speed benefit

Posted: Thu Apr 26, 2018 5:59 pm 

Replies: 29
Views: 4161


Hey all. So in trying to twist NESmaker to allot for a bunch of different scenarios, we need to bend it to allow for lots of potential collision circumstances. For Mystic Searches, we just did the object compare...cycled each through the array, checking the next through the last, and then increasing...

 Forum: Newbie Help Center   Topic: A fun little question

 Post subject: Re: A fun little question
Posted: Thu Apr 05, 2018 8:48 am 

Replies: 13
Views: 1952


Following up on this one. As described, this worked fine. Now, again, I'm just pushing into *weird* territory, piggybacking on this. And again, it's just a housekeeping thing to make things cleaner, not integral. Was wondering, though, if anyone had any thoughts. So, I have a macro, in which I just ...

 Forum: Newbie Help Center   Topic: For kicks - what method do you guys use?

Posted: Fri Mar 30, 2018 3:49 am 

Replies: 4
Views: 1050


Great advice, both of you! Kasumi...buzarre that I remember a time long ago now that I think you were walking me through how you werw having this exact problem while patiently giving me some great ‘beginners’ tutelage! Seems like a lifetime ago now. Rainwarrior - brilliant. I already have a routine ...

 Forum: Newbie Help Center   Topic: For kicks - what method do you guys use?

Posted: Thu Mar 29, 2018 7:55 pm 

Replies: 4
Views: 1050


Just futzing around making malleable HUD tables/pop up menus/etc. Of course, getting the att's to behave right for a truly malleable table on an 8x8 grid has been fun. But even constraining to full attribute grid, I noticed something, and I wondered what all of your favorite solutions for this sort ...

 Forum: Homebrew Projects   Topic: NESmaker update

 Post subject: Re: NESmaker update
Posted: Tue Feb 27, 2018 10:08 am 

Replies: 18
Views: 3896


All these are great things to keep in mind. By the way, I'm not trying to be confrontational at all - just trying to clarify and see if there are other particular reasons for the need. It's a great hope that people start bending and breaking this tool to do all sorts of things we didn't anticipate! ...
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