Search found 315 matches

by Sivak
Tue Dec 25, 2007 9:32 pm
Forum: NESdev
Topic: Demo of my game
Replies: 11
Views: 7210

Demo of my game

Alright. Thanks to Disch for his optimized version of the computer AI, I can now show a somewhat decent demo of my homebrew. Basically, what do y'all think? It goes up to around level 12 and then repeats some levels and may glitch later, but you can certainly play it. It's NTSC in case that wasn't c...
by Sivak
Mon Dec 24, 2007 10:19 pm
Forum: NES Music
Topic: Square Wave Notes
Replies: 37
Views: 18629

Neat. I may use this when I attempt to make music for my game. For some reason I think that's going to be a serious chore...

Is that triangle wave guide anywhere?
by Sivak
Sat Dec 22, 2007 10:11 pm
Forum: Homebrew Projects
Topic: Pitfall!
Replies: 43
Views: 32316

Pretty nice indeed. I hope my game will have a playable beta. All I can offer are screenshots...
by Sivak
Fri Dec 21, 2007 12:08 pm
Forum: NESdev
Topic: Question about AND
Replies: 3
Views: 1901

Question about AND

Alright. I know that in DOS assembly, you can use AND on a register to clear bits by having a binary mask of what you want cleared set to 0 and what you don't want cleared as 1. Then it stores the new number in the same register. What I want to be able to do in 6502 is use an AND statement on someth...
by Sivak
Wed Dec 19, 2007 9:29 pm
Forum: NESdev
Topic: To get started...
Replies: 29
Views: 8382

Hey again. I actually have gotten background mods working, and I'm now taking a different approach to loading them. Basically, instead of using a file with everything, I break it down into smaller parts. For instance, if I have a bunch of blank space, I just use a loop and write $00 to $2007 a bunch...
by Sivak
Tue Dec 18, 2007 7:47 pm
Forum: NESdev
Topic: To get started...
Replies: 29
Views: 8382

Thanks for the comments.
Celius wrote:You should try making one that displays all the colors at once. I actually could use a test ROM like that... Maybe I'll try making one.
There's one on the front page of this site, although I still wanted to do my own to see if I could do it.
by Sivak
Tue Dec 18, 2007 6:51 pm
Forum: NESdev
Topic: To get started...
Replies: 29
Views: 8382

Well, I've had luck getting the attributes to work, so I'm good there. Pretty easy stuff with that. The only thing I can't seem to do now is change the BG after it's loaded to something different... I tried calling the subroutine that draws the whole BG again, but it doesn't seem to like that. I als...
by Sivak
Tue Dec 18, 2007 10:01 am
Forum: NESdev
Topic: To get started...
Replies: 29
Views: 8382

I'm not using any scrolling elements (yet), but for this first project I'm going to avoid that. I'll look more into that maybe for a second project. So if I wanted to just, say, change some text in the BG after the player presses a button, could I just place a certain string of hex into the memory l...
by Sivak
Mon Dec 17, 2007 7:28 pm
Forum: NESdev
Topic: To get started...
Replies: 29
Views: 8382

Ok. I've done well so far. I've gotten sprites to move, palettes to be modified, though I've hit a jam. I want to load in the BG data. Now, I can get some of it, but I need an index that'll allow me to go to $ffff, but that's obviously not possible. GetBG: LDA #$20 STA $2006 STA $2006 LDX #$00 loadB...
by Sivak
Sun Dec 16, 2007 10:52 am
Forum: NESdev
Topic: To get started...
Replies: 29
Views: 8382

I'm thinking it has something to do with the Vblank checking. I have read that I should (need to???) check for 2 Vblanks and I wasn't sure if the demo code was any good. I'm not sure if that could be it or what. Also, I tried adding some values to the palette to change colors and when I add 1, it ad...
by Sivak
Sun Dec 16, 2007 10:15 am
Forum: NESdev
Topic: To get started...
Replies: 29
Views: 8382

Well, I've been fiddling some more. I've gotten the controller mappings into a subroutine now and it can return values for the various buttons. One thing that's really weird is that the sprite moves down and right faster than it moves up and left, even though I'm just changing each value by 1 pixel ...
by Sivak
Sun Dec 16, 2007 12:04 am
Forum: NESdev
Topic: To get started...
Replies: 29
Views: 8382

I got something to compile with nesasm. A simple sprite that moves around. It's a start!
by Sivak
Sat Dec 15, 2007 9:38 pm
Forum: NESdev
Topic: To get started...
Replies: 29
Views: 8382

Well, from my reading thus far, I've figured out that # means the value of the number and not a memory location. $ in front means a hex number, % means binary, and no prefix means decimal. I also apparently set up banks for graphics and code I guess... It's a start for now. I found a bunch of the co...
by Sivak
Sat Dec 15, 2007 1:37 pm
Forum: NESdev
Topic: To get started...
Replies: 29
Views: 8382

To get started...

Alrighty... I'd like to get started in the world of NES programming. I've done x86 assembly (yeah, I know it's different), and want to give this a go to see if I can at least do something that would run on Nintendulator . I'd like to make a basic program that would have a few simple sprites, one tha...
by Sivak
Tue Jul 17, 2007 9:08 am
Forum: NES Music
Topic: More NSF Requests
Replies: 3006
Views: 1061565

Battleship

I've come across the NSF for Battleship at Zophar's, and it doesn't play right. I was wondering if there's a fixed version of this particular one?