Search found 105 matches

by Lazycow
Fri Oct 06, 2017 2:17 am
Forum: NESdev
Topic: Object data storing schemes -- as opposed to background data
Replies: 21
Views: 5724

Re: Object data storing schemes -- as opposed to background

I have a rolling window of decompressed map data in RAM that is used for collision detection. Interesting! :D How did you implement this window, if I may ask? If I would try to include this in my code, then I think I would face two problems: - Mapping of the map-coordinates to "window-coordinates",...
by Lazycow
Tue Oct 03, 2017 10:51 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling

@rainwarrior: Oh! :shock: Nice. I was thinking the OAM will decay, but obviously I misinterpreted the wiki... @na_th_an: Hm... Yes, you're right, the runtime lib should be placed in the common bank and it doesn't make sense to place it somewhere else. Nevertheless, if I could rename the runtime lib'...
by Lazycow
Mon Oct 02, 2017 10:28 pm
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling

Yes, that's what I'm doing right now: Using these pragmas for the main code. That works. Additionally, I have tweaked the setup of the banks, to get 28k for the main C code (BANK2X) by reducing the size of the common bank. That works well, as long as I only switch banks with code from the common ban...
by Lazycow
Mon Oct 02, 2017 4:09 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling

Well tepples, release the article to the public and I'll read it... 8-) Yes, I have to watch the stack when using memory at $01xx, but I have to watch the stack also in standard memory. (the cc65 stack...) That's one of the thing you are "fond of" when programming the NES, isn't it? It's a bit like ...
by Lazycow
Sun Sep 24, 2017 10:53 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling

Thanks for the hints, I wasn't aware that there're so many music players out there. I wanted to try another player anyway because of my failed attempts to do a DPCM-split. But I'm not brave enough to select a music player before talking to "the" musician. (there's no musician for Wolfling, yet) I'm ...
by Lazycow
Sun Sep 24, 2017 9:03 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling

Ah, ok. This one?

Code: Select all

               RAM     ZP     ROM
FamiTone2:     186      3    1636
I was hoping for something in the code, but ok... No risk, no fun... 8-)
by Lazycow
Sun Sep 24, 2017 8:41 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling

Ok, I ram out of memory. :(
I wonder how much memory famitone2 uses at FT_BASE_ADR=$0100 ?
Can I check this somehow?
by Lazycow
Sun Sep 17, 2017 1:55 pm
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling

@tokumaru: For exomizer, just using $2006-writes is not enough, I tried... The algorithm would sometimes need to "read" from CHRRAM and sometimes from ROM. I don't understand the algorithm good enough to know when the input has to be switched. But I think it would be possible. @tepples: Yes, modifyi...
by Lazycow
Sun Sep 17, 2017 12:30 pm
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling

Ok, I've managed to put famitone and test-music into bank #1 and the exomizer decruncher with crunched data into bank #2. Hopefully, I won't need any trampoline-functions for the remaining 32k. But it might be handy for bigger games. https://i.imgur.com/QEFKi1O.gif Finally, I've discovered the reaso...
by Lazycow
Sun Sep 03, 2017 10:51 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling

Yes, "up" to enter a doors seems to work fine. I've managed to setup CHRRAM and bank-switching. (using the codeseg and rodataseg pragmas of cc65) Here's an example of calling a function from another bank: Switch(1); Bank1Test(1,2,3); Switch(3); This works... (at least if I call Bank1Test(); from ban...
by Lazycow
Fri Aug 11, 2017 11:57 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling

http://i.imgur.com/Miyaidc.gif http://i.imgur.com/6W08ErU.gif Zolionline requested a door; here we go. So yes, you will face indoor-action and outdoor-action in the game. What's the usual procedure to enter a door? Pushing up? (should be Cave Story compatible) Also, the stair handling should be ok ...
by Lazycow
Sun Jul 30, 2017 12:23 pm
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling

Image
First test with stais.
When she's running downstairs, she does not look as elegant as Simon Belmont... :roll: (needs some tweaking)
by Lazycow
Fri Jul 28, 2017 1:30 pm
Forum: 2017 NESdev Competition
Topic: Progress Thread - Jammin Honey
Replies: 129
Views: 73442

Re: Progress Thread - Guitar Girl

dougeff wrote:Maybe "Gitarrist Gretchen" or "Gretchen liebt gitarren"
"Gitarristin Gretchen" is ok, "Gretchen liebt Gitarren" is even better ... :beer: :D
by Lazycow
Fri Jul 28, 2017 11:35 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Jammin Honey
Replies: 129
Views: 73442

Re: Progress Thread - Guitar Girl

"Drücke Start!" is correct, but "Gretchen Gitarre" sounds a bit odd. :D
("Gretchens Gitarre" is much better, but it means... "The guitar of Gretchen")
Hm... "Gitarrengretchen" is probably the translation of "Gtretchen guitar" - german likes long words...
by Lazycow
Tue Jul 25, 2017 12:02 pm
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131560

Re: Progress Thread - Wolfling

There're 19 animation frames for the girl (8 frames for running). She's 16x20 pixel -> 114 sprite images (or a little bit less, because some sprites can be reused) There're 12 animation frames for the wolf (6 frames for running). Wolf's 24x14 pixel -> 72 sprite images New working title for the game:...