Search found 390 matches

by JRoatch
Sun Mar 02, 2014 3:34 pm
Forum: Newbie Help Center
Topic: DMC IRQ for game logic?
Replies: 15
Views: 4852

Re: DMC IRQ for game logic?

I'll agree this will be very unorthodox and never suitable for standard NES game design. I didn't figure in vblank calculations too well. I did understand that I would have to have multiple thread safe ppu buffers that are activated individually by a single sta. The main game logic is very basic wit...
by JRoatch
Sat Mar 01, 2014 12:10 pm
Forum: Newbie Help Center
Topic: DMC IRQ for game logic?
Replies: 15
Views: 4852

Re: DMC IRQ for game logic?

I guess I won't worry wherever or not I need to adjust the dmc parameters, until dendy is tested. ... but this also means you have to add the time spent on the controller read to your total cycles calculation until the next IRQ. So restarting the DMC first thing in the IRQ won't help with this? I'm ...
by JRoatch
Fri Feb 28, 2014 12:14 pm
Forum: Newbie Help Center
Topic: DMC IRQ for game logic?
Replies: 15
Views: 4852

Re: DMC IRQ for game logic?

thanks. I just got intimidated by all the number formulas (rightfully so, I was at first off by several orders of binary magnitude). I tried setting the IRQ enabled and Loop flag at the same time in $4010, but I couldn't see any IRQs firing. So I set only the IRQ enabled flag and looping by writing ...
by JRoatch
Thu Feb 27, 2014 7:57 pm
Forum: Newbie Help Center
Topic: DMC IRQ for game logic?
Replies: 15
Views: 4852

DMC IRQ for game logic?

So before I was considering using two sets of numbers for physics calculation on PAL and NTSC systems, but I now I'm searching for how to abuse DMC for a regular IRQ that would read the joypad into a circular buffer. I'm having difficulty understanding what to write in what registers. I know that I ...
by JRoatch
Thu Feb 27, 2014 9:33 am
Forum: Newbie Help Center
Topic: How long [should my/does your] engine take to...
Replies: 7
Views: 2167

Re: How long [should my/does your] engine take to...

final fantasy tactics style games are turn based right? So maybe just allow the AI, on it's turn (and possibly the results of your turn), take several video frames to compute.
by JRoatch
Tue Feb 25, 2014 9:20 pm
Forum: NES Music
Topic: FamiTone2 audio library
Replies: 22
Views: 12586

Re: FamiTone2 audio library

First of all, don't use broken ASM6 conversion of famitone2 (v1.0 release) . It corrupts the high byte of FT_TEMP_PTR In the process I found a bug in nesasmc which causes asm6 version of famitone2 to be broken in v1.0 (famitone2_asm6.asm)! Reason is that "HIGH" function is incorrectly converted to ...
by JRoatch
Tue Feb 25, 2014 3:10 pm
Forum: NES Music
Topic: FamiTone2 audio library
Replies: 22
Views: 12586

Re: FamiTone2 audio library

So today I was getting a infinite loop crash from FamiToneUpdate, so I traced it down to the branch always in env_read_value (line 545) During the loop FT_TEMP_PTR was pointing to a unused part of the rom. I'm not sure how to diagnose why that happened, but as a result Y ended up being $FF before th...
by JRoatch
Mon Feb 24, 2014 1:38 pm
Forum: Homebrew Projects
Topic: Framework code WIP
Replies: 17
Views: 12139

Re: Untitled metroidvania Project

I'm shelving this for a month as I'm going for a simpler game in the contest. Attached is the current source code for those who are interested. system.s is the most interesting file I think. The scene is unchanged from last post but there are a few changes source wise. The ppu uploader can now write...
by JRoatch
Sun Feb 16, 2014 1:54 pm
Forum: Newbie Help Center
Topic: General newbie questions
Replies: 6
Views: 2391

Re: General newbie questions

I can answer what I can, and leave the rest to others. 1. In the ROM image, CHR-ROM is placed after PRG-ROM. When executing, CHR-ROM is permanently mapped to PPU $0000-$1FFF as much as PRG-ROM is mapped to CPU $8000-$FFFF. 3. Most games reserve a page (256 bytes) of CPU RAM and write the high byte o...
by JRoatch
Thu Feb 13, 2014 9:51 am
Forum: Newbie Help Center
Topic: Problems understanding basic structure
Replies: 7
Views: 2338

Re: Problems understanding basic structure

For whatever reason, as soon as cli in line 85 executes an irq constantly fires, thus starving whatever is not nmi.

maybe tepple's NROM template wasn't silly after all by disabling all sources of irq on reset.
by JRoatch
Wed Feb 12, 2014 7:36 am
Forum: Homebrew Projects
Topic: Framework code WIP
Replies: 17
Views: 12139

Re: Untitled metroidvania Project

If this is for the contest : Aren't you supposed to keep everything private until April 1st (except for category 3 maybe) ? I didn't think there was a problem. I didn't see a rule forbidding it and then there was this: Is there any problem to release work in progress ROM images to the public during...
by JRoatch
Tue Feb 11, 2014 6:12 pm
Forum: Homebrew Projects
Topic: Framework code WIP
Replies: 17
Views: 12139

Re: Untitled metroidvania Project

Still haven't got scrolling figured out completely. Maybe I'm giving myself to much requirements for it. Anyway here's what was done this time: A silly loss-full font compression that saves 30% compared to black and white A bit more complex of a process manager, that can have multiple cancelable sta...
by JRoatch
Wed Feb 05, 2014 11:07 am
Forum: Homebrew Projects
Topic: Framework code WIP
Replies: 17
Views: 12139

Re: Untitled metroidvania Project

Maybe as a septate debugger, because the stack overflow routine is currently starving for memory (it only uses $00ff which is reserved for "sta $ff" breakpoints). It also happens to fit in the last page. Should anything else be happening? Nope, the text for tv system detection is all there is, maybe...
by JRoatch
Wed Feb 05, 2014 7:11 am
Forum: NES Music
Topic: FamiTone2 audio library
Replies: 22
Views: 12586

Re: FamiTone2 audio library

With these changes, Dendy can be supported by separating out tempo and pitch. Note the different input spec of A for FamiToneInit --- famitone2.s 2014-02-03 11:15:22.886592429 -0500 +++ famitone2-edit.s 2014-02-03 11:17:29.781515804 -0500 @@ -209,7 +209,7 @@ ;----------------------------------------...
by JRoatch
Wed Feb 05, 2014 7:11 am
Forum: Homebrew Projects
Topic: Framework code WIP
Replies: 17
Views: 12139

Framework code WIP

Edit: Changed thread title for updated code in a new post in this thread. What follows in this post is the framework code I had last year. Hello, I have been working on a metroidvania style game for the 2014 compo for the past 3 weeks. So today I decided to attach what I have so far. It's going to u...