Search found 2157 matches

by Celius
Tue Dec 29, 2015 1:39 pm
Forum: Newbie Help Center
Topic: Couple of questions from a 6502 newb.
Replies: 54
Views: 16240

Re: Couple of questions from a 6502 newb.

The player being always centered should be a side effect of the camera moving exactly as much as the player every frame, meaning that the relative distance between them is always the same, causing the player to always show at the same place on screen. The great part of this is, if you develop a sys...
by Celius
Tue Dec 29, 2015 1:17 pm
Forum: NESdev
Topic: NES Programming Blog
Replies: 101
Views: 50270

Re: NES Programming Blog

Most programming stuff I've seen has used the convention of camelCase instead of CamelCase.
by Celius
Tue Dec 29, 2015 12:47 pm
Forum: Newbie Help Center
Topic: Couple of questions from a 6502 newb.
Replies: 54
Views: 16240

Re: Couple of questions from a 6502 newb.

Keeping the player always in the center doesn't really make the sprite code any simpler though... The sprite coordinates might be always the same (the player sprite, that is, because other sprites will still move around as the map scrolls), but the player object still has to move relative to the ma...
by Celius
Mon Dec 28, 2015 4:11 pm
Forum: Newbie Help Center
Topic: Couple of questions from a 6502 newb.
Replies: 54
Views: 16240

Re: Couple of questions from a 6502 newb.

This kind of movement is the reason why DQ characters are constantly moving their legs, right? Actually, that shouldn't be a reason for it. You can keep the character in the center of the screen, and update the player to be still while idle, and animated while moving. My guess as to why they are al...
by Celius
Fri Oct 02, 2015 1:45 pm
Forum: NESdev
Topic: Raster effects and lag frames
Replies: 5
Views: 1740

Re: Raster effects and lag frames

If you just have a status bar, all you need are "old scroll" variables and a locking system that locks all PPU updates from happening until the next frame is ready. That's pretty much what I have now, where a single variable controls whether or not the PPU is allowed to make any updates (set to fals...
by Celius
Mon Sep 28, 2015 3:04 pm
Forum: Newbie Help Center
Topic: Trying to structure my code for PRG bank switching
Replies: 66
Views: 12390

Re: Trying to structure my code for PRG bank switching

I've honestly never even considered 32KB bankswitching. In fact, I'm sure I forgot that it existed because I automatically assumed it was a silly idea. But now that you mention it, it sounds quite interesting. So the advantage it really adds is not committing to a single fixed bank, as well as being...
by Celius
Fri Sep 18, 2015 3:02 pm
Forum: Newbie Help Center
Topic: Trying to structure my code for PRG bank switching
Replies: 66
Views: 12390

Re: Trying to structure my code for PRG bank switching

This is an interesting topic. A while ago, I upgraded my NROM project to MMC1, 128k of PRG with CHR-RAM. I sort of left off at a point where I would have to make a lot of decisions about what goes where, and it seems that I've run out of room in the fixed bank ($C000-$FFFF). I think it really boils ...
by Celius
Thu Aug 06, 2015 3:09 pm
Forum: Newbie Help Center
Topic: Game entity management
Replies: 35
Views: 7911

Re: Game entity management

On the subject of managing objects and the order and all that, I have a similar method to the one described by tokumaru, where it's just a series of available slots, and it just figures whatever one is available first is the one an object goes into. Objects don't interact with any other object than ...
by Celius
Fri Jul 31, 2015 11:30 am
Forum: Newbie Help Center
Topic: Time Frame for Full Game Development
Replies: 23
Views: 5206

Re: Time Frame for Full Game Development

This is an interesting topic. The game I'm creating is a side scrolling platformer, where you shoot enemies, pick up power-ups, get points, etc. My first attempt at this project was a total disaster. I came up with some goofy map format that didn't allow you to scroll 2-ways, I was manually moving h...
by Celius
Thu Apr 30, 2015 2:32 pm
Forum: NESdev
Topic: Map data formats
Replies: 42
Views: 9724

Re: Map data formats

I don't see a problem with Mario taking damage and the enemy dying at the same time... Funny story: the first time I got to the end of Megaman X, both the final boss and I had 1 sliver of health left. We both hit each other at the exact same frame, and the game froze. I had to replay about an hour'...
by Celius
Fri Jan 16, 2015 2:53 pm
Forum: Newbie Help Center
Topic: Good fade routine?
Replies: 11
Views: 4086

Re: Good fade routine?

I seem to remember discussing this a while back (wow, apparently 7 years ago): http://forums.nesdev.com/viewtopic.php?f=2&t=4536 One of the ideas was using fade tables, rather than doing the math to subtract $10 from each color. I have a feeling it would look more realistic to kind of "scale" the co...
by Celius
Thu Jan 15, 2015 10:04 am
Forum: General Stuff
Topic: PC overheat?
Replies: 15
Views: 3694

Re: PC overheat?

Funny story: last night I helped my sister remove a bunch of malware from her laptop, booting it in safe mode and running some stuff. It kept shutting off because it was overheating. I had her leave it off for a while, and then put a bunch of frozen TV dinners underneath her laptop so it would help ...
by Celius
Wed Jan 14, 2015 8:22 pm
Forum: Newbie Help Center
Topic: JMP, fine...JSR, nope...
Replies: 28
Views: 6545

Re: JMP, fine...JSR, nope...

I figured they weren't, but it seems like the kind of thing I would glance over and then learn about 10 years later :). It's also good to clarify here for anyone browsing the Newbie Help Center so they don't get confused.
by Celius
Wed Jan 14, 2015 3:57 pm
Forum: Newbie Help Center
Topic: JMP, fine...JSR, nope...
Replies: 28
Views: 6545

Re: JMP, fine...JSR, nope...

I'm sorry, I might be on drugs here... But PLX/PHX and PLY/PHY are not real 6502 commands... Right?
by Celius
Mon Jan 12, 2015 3:11 pm
Forum: NESdev
Topic: Changing the scroll every 2 scanlines
Replies: 22
Views: 4760

Re: Changing the scroll every 2 scanlines

I don't quite understand what you're trying to do, perhaps post a mock screenshot? Another explanation: he's trying to basically scale a really tall image vertically by changing the Y scroll every 2 scanlines. Unaltered, the image would span 2 nametables and would appear to be stretched really tall...