Search found 99 matches

by SecretServiceDude
Sat Nov 01, 2008 9:55 pm
Forum: NESdev
Topic: My first foray into making cinema displays
Replies: 39
Views: 10217

Yes, that is what I do. If you mean you guys specify groups of sprites together to make an object, I have no clue how to do that. Like, how to 'lock them together' as one thing, I guess is what I'm saying. Specify a location in RAM (somewhere other than the OAM page) to hold the position of each gr...
by SecretServiceDude
Sat Nov 01, 2008 6:58 pm
Forum: NESdev
Topic: Title screen jumps momentarily on reset
Replies: 15
Views: 5602

Fx3 wrote:Man... FCEU is so outdated. Why don't you try another emulator?
Fair enough. What do you suggest?
by SecretServiceDude
Sat Nov 01, 2008 6:54 pm
Forum: NES Graphics
Topic: Using sprites to enhance the background
Replies: 38
Views: 24481

IMO, I don't think the Start button is very convenient to use the bionic arm, especially on an NES controller, where it's usually harder to press that the B or A buttons. Most emulator control setups also isolate the start button from the A and B buttons; for example, I use the Enter key for the St...
by SecretServiceDude
Sat Nov 01, 2008 6:39 pm
Forum: NES Graphics
Topic: Using sprites to enhance the background
Replies: 38
Views: 24481

You can also map the jump and the bionic arm to the same button, which means that the player will have to jump first before using the bionic arm. That's what Earthworm Jim 2 did with Jim's Snott Swing, which is like the bionic arm. Personally, I'd think that'd be faster than toggling between the gu...
by SecretServiceDude
Sat Nov 01, 2008 6:27 pm
Forum: NES Graphics
Topic: Using sprites to enhance the background
Replies: 38
Views: 24481

You said that the character can jump. So this mean the bionic arm would be gone? :) I tried to think of a way on how you could jump and have the arm at the same time and that would be hard with only 2 buttons. The arm will definitely be there, and the player will have to rely on it extensively. But...
by SecretServiceDude
Sat Nov 01, 2008 4:47 pm
Forum: NESdev
Topic: My first foray into making cinema displays
Replies: 39
Views: 10217

The main problem I'm running into now is this: Is there a way to completely destroy sprites so they are no longer needed? I have some strays that appear because the amount of sprites used in the cutscene are greater than those going on during initial gameplay. Any advice would be awesome. Can you s...
by SecretServiceDude
Sat Nov 01, 2008 9:10 am
Forum: NES Graphics
Topic: Using sprites to enhance the background
Replies: 38
Views: 24481

Just out of curiosity, have you already started the game play and do you have already some footage? Since it seems to imply that it would be something related to bionic commando in some way, that would be nice to see what you have in mind. Always liked that game. I do have some gameplay, but not en...
by SecretServiceDude
Fri Oct 31, 2008 11:26 pm
Forum: NESdev
Topic: Title screen jumps momentarily on reset
Replies: 15
Views: 5602

Title screen jumps momentarily on reset

When I reset the ROM in FCEU, the title screen jumps downward by several dozen scanlines* for about one or two frames. http://img530.imageshack.us/img530/8511/titlescreenjumpbr3.png The image on the left shows how the title screen usually looks. The image on the right shows what happens for the firs...
by SecretServiceDude
Fri Oct 31, 2008 10:12 pm
Forum: NESdev
Topic: My first foray into making cinema displays
Replies: 39
Views: 10217

The cardinal rule of having a token black guy in a story is that he can do anything except survive all the way to the end. To do otherwise would be most avant-garde . :wink: And please, please, please have a scene where all the zombies bust out the Thriller dance as they come to eat your brains. Tha...
by SecretServiceDude
Fri Oct 31, 2008 9:56 pm
Forum: NES Graphics
Topic: Using sprites to enhance the background
Replies: 38
Views: 24481

Have you compared thick or thin highlights on a real tv-set? Since the picture always get a little blurry on those chances are the thin highlights will "disappear". That's a very good point. No, I haven't crossed that bridge yet. I'm doing all my testing on FCEUXD SP 1.07, and my friends are verify...
by SecretServiceDude
Thu Oct 30, 2008 4:44 pm
Forum: Newbie Help Center
Topic: How do I jump to a subroutine using indirect addressing?
Replies: 13
Views: 3643

@Celius: I really like your idea of having callbacks in the NMI routine. Right now I'm working on the transition from the title screen to the main game. Since those two sections handle graphics quite differently, having callbacks greatly simplifies some of the logic.
by SecretServiceDude
Thu Oct 30, 2008 4:36 am
Forum: Newbie Help Center
Topic: How do I jump to a subroutine using indirect addressing?
Replies: 13
Views: 3643

That's pretty hardcore, dude! It'll take me a little while to digest all the nuances there, but I think I get the gist. Thanks for giving me another angle to consider. :D
by SecretServiceDude
Wed Oct 29, 2008 10:04 pm
Forum: Newbie Help Center
Topic: How do I jump to a subroutine using indirect addressing?
Replies: 13
Views: 3643

SSD, I have recently heard about the technique your describing actually, what weird timing! I still don't understand how it works though. But I'm interested in what Blargg just said... what the? Can someone explains how that works? Let's say you have several different types of enemies in your game,...
by SecretServiceDude
Wed Oct 29, 2008 9:26 pm
Forum: Newbie Help Center
Topic: How do I jump to a subroutine using indirect addressing?
Replies: 13
Views: 3643

Hot damn that's slick. That's so much easier than what I was thinking!
by SecretServiceDude
Wed Oct 29, 2008 9:22 pm
Forum: Newbie Help Center
Topic: How do I jump to a subroutine using indirect addressing?
Replies: 13
Views: 3643

How do I jump to a subroutine using indirect addressing?

I'd like to be able to jump to certain subroutines (e.g. different enemy updates) in my game using indirect addressing in order to avoid wasteful if-else checks. So far, I've been using the JSR instruction to jump to subroutines; however, that instruction appears to support absolute addressing only....