Search found 192 matches

by darkhog
Tue Oct 24, 2017 7:17 am
Forum: NESdev
Topic: What's the best (fastest) multiplication/division code?
Replies: 14
Views: 5835

Re: What's the best (fastest) multiplication/division code?

Because I want my game to have score multipliers/score dividers.
by darkhog
Tue Oct 24, 2017 7:13 am
Forum: General Stuff
Topic: IMO NesDEV could benefit from a Stack Overflow-like site.
Replies: 9
Views: 3385

IMO NesDEV could benefit from a Stack Overflow-like site.

Such answer systems make easier to find solution to your problem as they're easier to search in case someone had a specific issue earlier. In forums threads can get lost quite easily and phpBB's (or any forum's really) search engine never was that good so it would make sense to create such site on n...
by darkhog
Tue Oct 24, 2017 6:35 am
Forum: NESdev
Topic: What's the best (fastest) multiplication/division code?
Replies: 14
Views: 5835

What's the best (fastest) multiplication/division code?

I need to multiply/divide numbers by arbitrary values so bitwise ops aren't useful here as they only allow for multiplication/division by very specific values. I know I'll have to do it in software, but I don't feel like reinventing the wheel. Anyone has good, fast code that would allow me to do bot...
by darkhog
Tue Oct 24, 2017 5:18 am
Forum: NESdev
Topic: Any noob-friendly tutorial?
Replies: 10
Views: 2852

Re: Any noob-friendly tutorial?

But that doesn't mean it's any more difficult - in fact, with assembly you're working with a lot fewer restrictions, and the ability to build up your code any way you like. There are fewer things you -can- do, meaning it's a lot quicker to learn. I know, that's why I want to learn the assembly, bec...
by darkhog
Mon Oct 23, 2017 2:04 pm
Forum: NESdev
Topic: Any noob-friendly tutorial?
Replies: 10
Views: 2852

Re: Any noob-friendly tutorial?

I don't cosider C or even C++ (except for C++11) "high level". I consider Java or C# high-level. Anyway, I really want to do it in assembly since then I can finetune performance + will have 1:1 (sans comments) equality between sources and disassembly while debugging.
by darkhog
Mon Oct 23, 2017 1:55 pm
Forum: NESdev
Topic: Any noob-friendly tutorial?
Replies: 10
Views: 2852

Any noob-friendly tutorial?

Is there any tutorial "for dummies" to NES coding? What I want is something that is written with someone who has experience with programming in high-level languages but no experience with assembly (or C for that matter) that takes you through making a simple game (say, Pong) with things like custom ...
by darkhog
Mon Oct 23, 2017 1:47 pm
Forum: NESdev
Topic: Is NESHLA still worth using?
Replies: 10
Views: 3561

Re: Is NESHLA still worth using?

i use NESICIDE, and would absolutely recommend it, way before i would recommend using C, but that's just my opinion. i'm actually honestly curious what you think is wrong with it? it has a few strange quirky bugs, but nothing i would consider to be a show-stopper. It's not NESICIDE, it's cc65/ca65....
by darkhog
Fri Oct 20, 2017 4:02 am
Forum: NESdev
Topic: Is NESHLA still worth using?
Replies: 10
Views: 3561

Re: Is NESHLA still worth using?

Then please explain NESICIDE's existence to me. I mean, it's exactly what I need, but it doesn't use NESHLA.
by darkhog
Thu Oct 19, 2017 11:58 am
Forum: NESdev
Topic: Enemy placement in screen-by-screen top-down game
Replies: 28
Views: 6752

Re: Enemy placement in screen-by-screen top-down game

My solution would be probably randomizing position again until it isn't near the player or in a wall.

So the algorithm would be (in pseudo code)

1. Randomize enemy's position
2. If the enemy is in the wall or too close to player, go to 1, else carry on.
by darkhog
Thu Oct 19, 2017 11:48 am
Forum: NESdev
Topic: Is NESHLA still worth using?
Replies: 10
Views: 3561

Is NESHLA still worth using?

And if it is, are there any SDKs built around it, I mean complete toolkit with sfx/graphics/map editing. For music I'd obviously use Famitracker, but something for sounds is needed as well. I've actually tried to get into NES dev for a long time, but it's really hard (not complaining, only stating t...
by darkhog
Wed Feb 25, 2015 5:41 am
Forum: Homebrew Projects
Topic: Flappy Bird port
Replies: 23
Views: 46234

Re: Flappy Bird port

How about releasing sources then, so other people can pickup it?
by darkhog
Tue Feb 24, 2015 1:03 pm
Forum: Homebrew Projects
Topic: Flappy Bird port
Replies: 23
Views: 46234

Re: Flappy Bird port

Good work, I like it. For physics did you redraw every frame in different rotations or did some realtime rotation trick I don't know about? Also could you add saving of highscore (via battery save) and some music (aside of launch tune)?
by darkhog
Sat Dec 06, 2014 4:27 am
Forum: NESdev
Topic: Wolf3d.nes
Replies: 12
Views: 4745

Re: Wolf3d.nes

rainwarrior wrote:This thing by Tokumaru? https://www.youtube.com/watch?v=po69zgqyFWM
I think it used this engine, but it was improved to have shooting, etc. Maybe it was advanced hack of it, who knows? Anyway, seems like game I played except different textures and no real gameplay so...
by darkhog
Fri Dec 05, 2014 10:23 am
Forum: NESdev
Topic: Wolf3d.nes
Replies: 12
Views: 4745

Wolf3d.nes

Several years ago I've downloaded what seemed to be an NES port of Wolfenstein 3D (name same as title of the thread). Graphics were really simplistic - textures were very minimalistic and very blocky, most of the time it was full colors though and it has only first one or two maps made (probably WIP...
by darkhog
Tue Jul 01, 2014 11:57 am
Forum: NESdev
Topic: convert RGB to NES palette color
Replies: 10
Views: 4269

Re: convert RGB to NES palette color

Allowing custom palettes has this advantage that editor won't be tied into nes. It could be used for GB/MasterSystem/Other 8bit systems, heck it could be used as general map editor if someone makes game with retro graphics.