Search found 62 matches

by rychan
Mon Aug 07, 2017 12:48 pm
Forum: Homebrew Projects
Topic: 1st NES Homebrew - Super Floofy Sheepie
Replies: 8
Views: 5027

Re: 1st NES Homebrew - Super Floofy Sheepie

Thanks Tepples, I'll have a play with the palette later on, I could switch to a dark blue instead and still have it look fluffy up there :)
by rychan
Mon Aug 07, 2017 11:41 am
Forum: Homebrew Projects
Topic: 1st NES Homebrew - Super Floofy Sheepie
Replies: 8
Views: 5027

1st NES Homebrew - Super Floofy Sheepie

So, here's a lil WIP blog of what was originally meant to be completed for btibitjam, but really not completed at all, Super Floofy Sheepie. As it's going to be my first game both for the NES and also my introduction to ASM to finish off I've kept things pretty simple, guide the sheep through the ma...
by rychan
Fri Aug 04, 2017 1:05 am
Forum: Newbie Help Center
Topic: Bank switching - How Do you handle this in NESASM?
Replies: 9
Views: 2428

Re: Bank switching - How Do you handle this in NESASM?

Cool, I think I've found a way around it last night / this morning, whatever 1am really classes itself as anyway :) Thanks again for all your kind help, it's a fun struggle this ASM coding :)
by rychan
Mon Jul 31, 2017 4:24 pm
Forum: Newbie Help Center
Topic: Bank switching - How Do you handle this in NESASM?
Replies: 9
Views: 2428

Re: Bank switching - How Do you handle this in NESASM?

Is there anyway to get around this limitation? I've made a bunch of attempts tonight to no avail, aside from grey screens of course.

Should I try another assembler perhaps?
by rychan
Mon Jul 31, 2017 6:12 am
Forum: Newbie Help Center
Topic: Bank switching - How Do you handle this in NESASM?
Replies: 9
Views: 2428

Re: Bank switching - How Do you handle this in NESASM?

Ahh, that's cool tepples, so I can just overflow the data without the unnecessary extra bank making. I'll expereiment with this tonight!
by rychan
Sun Jul 30, 2017 2:02 pm
Forum: Newbie Help Center
Topic: Bank switching - How Do you handle this in NESASM?
Replies: 9
Views: 2428

Re: Bank switching - How Do you handle this in NESASM?

Ah, so I don't need to set it out as 2 16kb banks then? just one solid 32kb bank.
by rychan
Sun Jul 30, 2017 1:49 pm
Forum: Newbie Help Center
Topic: Bank switching - How Do you handle this in NESASM?
Replies: 9
Views: 2428

Bank switching - How Do you handle this in NESASM?

So, I've got my Mapper #0 ROM showing up with 2 x 16k banks of PRG-ROM and 1 x 8kb bank of CHR-ROM inside Shiru's NES Space Checker, with the intention that I put all my level code into the second bank, whilst retaining the game code in bank #0, but I have no clue as to how bankswitching works on th...
by rychan
Thu Jul 27, 2017 8:25 am
Forum: 2017 NESdev Competition
Topic: 2017 NESDev Compo - Rules/Guidelines
Replies: 129
Views: 93614

Re: 2017 NESDev Compo - Rules/Guidelines

Cool, I'll be sure to test on my PAL NES in that case, thanks again XD
by rychan
Thu Jul 27, 2017 5:12 am
Forum: 2017 NESdev Competition
Topic: 2017 NESDev Compo - Rules/Guidelines
Replies: 129
Views: 93614

Re: 2017 NESDev Compo - Rules/Guidelines

I'll be sure to look into ca65 for my next project in that case, thanks Tokumaru.

Are the resultant carts compatible with PAL systems as well as NTSC then? Just wandering :)
by rychan
Wed Jul 26, 2017 1:56 pm
Forum: Homebrew Projects
Topic: Dizzy Sheep Disaster
Replies: 4
Views: 3775

Re: Dizzy Sheep Disaster

That's so cool that you completed a NES game in the time available cppchriscpp! I'm still figuring out the whole ASM thing in order to finish super floofy sheepie, but it's been a fun learning process!
by rychan
Wed Jul 26, 2017 1:55 pm
Forum: 2017 NESdev Competition
Topic: 2017 NESDev Compo - Rules/Guidelines
Replies: 129
Views: 93614

Re: 2017 NESDev Compo - Rules/Guidelines

Newbie question here, does it make a difference which assembler we use? I'm using NESASM3 currently and should have something resembling a game in a short while. It'll only be using NROM 128 as I have no clue how to set NESASM up for NROM 256.
by rychan
Thu Jun 29, 2017 1:08 am
Forum: Newbie Help Center
Topic: ways to measure frame/cpu usage
Replies: 14
Views: 5207

Re: ways to measure frame/cpu usage

I have to try this out tonight! I miss the CPU meter that I relied upon in BGB for Gameboy Development so any way to visualise it is great!
by rychan
Thu Jun 22, 2017 2:20 am
Forum: Newbie Help Center
Topic: Migrating code from NMI & handling gameloop code timing.
Replies: 14
Views: 2996

Re: Migrating code from NMI & handling gameloop code timing.

Cool, will investigate into using those later on, I'll stick to global labels for the moment to keep things simpler for me :)

Also, this happened! Yay!

https://youtu.be/gc1q4Ph1-x8

and there's even an hour left for me this morning to re-enable those missing features, so psyched!
by rychan
Thu Jun 22, 2017 1:33 am
Forum: Newbie Help Center
Topic: Migrating code from NMI & handling gameloop code timing.
Replies: 14
Views: 2996

Re: Migrating code from NMI & handling gameloop code timing.

Oh, there's a C compiler out there? I honestly wasn't aware of that. I might fall back to that should I need to, but I feel that, having only ever used high level languages, it's one of those things which after many years of coding I should at least have a go at making something in. Even though, yup...
by rychan
Wed Jun 21, 2017 4:41 pm
Forum: Newbie Help Center
Topic: Migrating code from NMI & handling gameloop code timing.
Replies: 14
Views: 2996

Re: Migrating code from NMI & handling gameloop code timing.

Thanks for the tips everyone. Going to look into re-writing my code into the main loop tomorrow night now. I'm assuming that so long as my code per frame doesn't go over the start of vblank if can BIT test $2002 at the end of the main loop to prevent execution from looping too many times. I'm thinki...