Search found 2157 matches

by Celius
Mon Jan 12, 2015 3:03 pm
Forum: Newbie Help Center
Topic: Need Help Converting A Nerdy Nights Tutorial to ASM6
Replies: 34
Views: 8884

Re: Need Help Converting A Nerdy Nights Tutorial to ASM6

The listing file will give you the final addresses of all variables.
Well that sounds easy! I'll have to see if WLA supports such a thing. Or, eventually switch to an assembler that has decent documentation.
by Celius
Mon Jan 12, 2015 2:48 pm
Forum: Newbie Help Center
Topic: Need Help Converting A Nerdy Nights Tutorial to ASM6
Replies: 34
Views: 8884

Re: Need Help Converting A Nerdy Nights Tutorial to ASM6

It's easier to maintain. Consider you have a big game, with hundreds of variables, and late into development you decide that a certain variable needs to be 16-bit instead of 8. What's easier, adding 1 to the addresses of the 100+ variables that follow it or simply changing the .dsb 1 to .dsb 2? You...
by Celius
Thu Jan 08, 2015 12:55 am
Forum: Homebrew Projects
Topic: Another Raycasting Demo
Replies: 48
Views: 19942

Re: Another Raycasting Demo

It's still unclear to me how the textures would be rendered. How to "stamp" the texture without messing up the perspective on walls that are being interpolated? I also wondered about this. Assuming you still have strictly vertical walls, you can get the perspective for free for the "Y" axis of the ...
by Celius
Wed Jan 07, 2015 10:58 am
Forum: Homebrew Projects
Topic: Another Raycasting Demo
Replies: 48
Views: 19942

Re: Another Raycasting Demo

This is a cool idea. I'd always thought about how something like this would work. If you had solid walls, you could theoretically just find the on-screen coordinates of a wall side's 4 corners, and use a line drawing algorithm to connect the dots. Then after that, use something like XOR filling to f...
by Celius
Tue Jan 06, 2015 11:26 am
Forum: Newbie Help Center
Topic: Sprite movement without continuous user input.
Replies: 8
Views: 2506

Re: Sprite movement without continuous user input.

LDA $0204 ; load sprite X position SEC ; make sure the carry flag is clear ADC #$02 ; A = A + 1 STA $0204 ; save sprite X position (...) I think the SEC is supposed to be CLC in this code snippet. I also recommend not going the route of hard coding sprite movement; the only sprite you should direct...
by Celius
Fri Jan 02, 2015 3:00 pm
Forum: Homebrew Projects
Topic: Another Raycasting Demo
Replies: 48
Views: 19942

Re: Another Raycasting Demo

I don't think the usage of such a pseudo-3D raycasting is automatically restricted to FPS. Think how it could just be that "different" level in an otherwise 2D game. Even if it was just a room to explore or something. It could suit lots of different games, RPG, platformers or even investigation gam...
by Celius
Wed Dec 31, 2014 12:10 pm
Forum: Homebrew Projects
Topic: Another Raycasting Demo
Replies: 48
Views: 19942

Re: Another Raycasting Demo

Now please don't hate me for this I was just trying to be realistic. For a tech demo this is awesome, in a game it'd be really terrible. I definitely understand. Come to think of it, I had a hard enough time playing Doom 1, and that was on PC, and went way beyond normal raycasting. Perhaps it'd be ...
by Celius
Tue Dec 30, 2014 10:36 pm
Forum: Homebrew Projects
Topic: Another Raycasting Demo
Replies: 48
Views: 19942

Re: Another Raycasting Demo

If your walls are fisheye-corrected, I imagine that the objects have to be too. When you don't fisheye-correct the walls, looking at a wall perpendicularly will cause the center of it to bulge towards you, so the same would happen to objects. If the wall has been correct and looks straight, an unco...
by Celius
Mon Dec 29, 2014 11:40 am
Forum: Homebrew Projects
Topic: Another Raycasting Demo
Replies: 48
Views: 19942

Re: Another Raycasting Demo

The binary search was used to convert the distances into wall heights. Normally that would be a division (Constant / Distance = Height), but since the number of heights is very limited, I made a table indicating the distances at which the height changes, as opposed to storing a height for each of t...
by Celius
Sun Dec 28, 2014 11:52 pm
Forum: Homebrew Projects
Topic: Another Raycasting Demo
Replies: 48
Views: 19942

Re: Another Raycasting Demo

This looks great! The frame rate might be a bit low, but it's still faster than I though would be possible at this resolution!. Thanks! I think the trick really was the XOR filling, so that I didn't have to calculate exactly what color every pixel on the screen needed to be. One way I considered us...
by Celius
Sun Dec 28, 2014 11:08 pm
Forum: Homebrew Projects
Topic: Another Raycasting Demo
Replies: 48
Views: 19942

Re: Another Raycasting Demo

It looks impressive, even for the low frame rate. Thanks! The frame rate is lower than I like, but I think with the speed the player walks, it could be bearable during gameplay. I think even the "wireframe" mode looks great, and since it runs a bit faster without the colour filling, you may "cheat"...
by Celius
Sun Dec 28, 2014 8:18 pm
Forum: Homebrew Projects
Topic: Another Raycasting Demo
Replies: 48
Views: 19942

Another Raycasting Demo

Hello everyone! So about a year and a half ago, I started brewing up this little demo. I started thinking about it when there was discussion in another thread about ray casters on the NES. I just figured, why not release it and show what progress I made, even if I make no more. I remember being impr...
by Celius
Mon Sep 29, 2014 2:32 pm
Forum: Newbie Help Center
Topic: Need some help and advice with my collision detection
Replies: 24
Views: 5884

Re: Need some help and advice with my collision detection

Wow, that first thread is embarrassing! You may be able to extract some helpful information out of that one, but man... it's painful to read. I can't believe that was me. I clearly had absolutely no sense of forum etiquette/grace/actually listening. I know there have been some discussions of this to...
by Celius
Wed Aug 20, 2014 8:41 pm
Forum: NES Graphics
Topic: Vertical Line Animation Illusion
Replies: 20
Views: 9041

Re: Vertical Line Animation Illusion

Scrolling the background would likely pose greater limitations with what you could do (using the sprite overlay). Since most (if not all) sprites would be taken, the background is all you have left to work with if you want anything else on the screen. Unless you do a sprite #0 hit to update the scro...
by Celius
Tue Aug 19, 2014 2:58 pm
Forum: NES Graphics
Topic: Vertical Line Animation Illusion
Replies: 20
Views: 9041

Re: Vertical Line Animation Illusion

This technique is interesting and all (in fact, from what I've heard this is similar to the way the 3DS screen works: stripes block different parts of a combined image for each eye, so each eye sees a different perspective), but what would be the real reason to use this on the NES? The stripped loo...