Search found 91 matches

by bleubleu
Mon Jan 14, 2019 7:38 am
Forum: NESdev
Topic: Mesen Debugger - Feedback/Feature Requests? (2018 edition)
Replies: 201
Views: 103996

Re: Mesen Debugger - Feedback/Feature Requests? (2018 editi

Oh that's a decent workaround. Ill give it a go.

-Mat
by bleubleu
Mon Jan 14, 2019 4:09 am
Forum: NESdev
Topic: Mesen Debugger - Feedback/Feature Requests? (2018 edition)
Replies: 201
Views: 103996

Re: Mesen Debugger - Feedback/Feature Requests? (2018 editi

I just tried it. Is there any way to force Mesen to update the PPU viewer every frame (even if it is slow) ? Seems like its updating every few frames, so I miss updates from time to time. Alternatively, another workaround would be to leave the updated tiles on screen for a few milliseconds. Both wor...
by bleubleu
Sun Jan 13, 2019 8:33 pm
Forum: NESdev
Topic: Mesen Debugger - Feedback/Feature Requests? (2018 edition)
Replies: 201
Views: 103996

Re: Mesen Debugger - Feedback/Feature Requests? (2018 editi

Dude, thank you so much. Just this weekend I was debugging a function to clear text, and I wasnt sure if I was writing at the right location and I was like "man, it would be so nice to be able to see the tile updates even if the value didnt change". I didn't realize the array feature was already wor...
by bleubleu
Sun Jan 13, 2019 7:19 am
Forum: NESdev
Topic: Code organization with bank switching
Replies: 12
Views: 7326

Re: Code organization with bank switching

Thanks for the feedback. Wow, copying code in RAM and executing it? I've honestly never thought of that. Not sure that's a good fit for the design of my engine, but that's really original! :mrgreen: About the suffix, I considered that too, i might do that to make it really clear which function might...
by bleubleu
Sat Jan 12, 2019 8:31 pm
Forum: NESdev
Topic: Code organization with bank switching
Replies: 12
Views: 7326

Code organization with bank switching

I'm trying to figure out the best way to organize my bank switching for code (im working with an MMC3). Basically I made one of the (two) switchable 8KB banks for data, and the other one for code. Seems like the best setup. For code, some big chunks are relatively independent of the rest so they can...
by bleubleu
Fri Dec 28, 2018 7:35 pm
Forum: NESdev
Topic: ASM indentation style
Replies: 22
Views: 7387

ASM indentation style

Hi. I hate how I indent my assembly code. I helps readability, but I am very inconsistent. Basically I tend to increase the indent when it feels like a proper branch or a loop (as if it would be one in higher level languages like C) but I tend not to indent when it is simply a random jump target. I ...
by bleubleu
Sun Dec 16, 2018 6:05 pm
Forum: phpBB Issues
Topic: Are youtube embeds supported?
Replies: 8
Views: 10562

Re: Are youtube embeds supported?

Ok thanks. @rainwarrior: For some stuff (graphics-related bug or to show a homebrew project for example) I feel a video is better than a super-long post. I feel you risk loosing people's attention if you post a long 2-page post, but a quick 2-minute video can deliver the same information and keep pe...
by bleubleu
Sat Dec 15, 2018 9:15 pm
Forum: phpBB Issues
Topic: Are youtube embeds supported?
Replies: 8
Views: 10562

Are youtube embeds supported?

Hi!

Are youtube embeds supported on this forum?
I think phpbb supports them, but do we allow them?

Thanks!

-Mat
by bleubleu
Mon Oct 29, 2018 10:30 pm
Forum: NESdev
Topic: Techniques for better multi-directional scrolling
Replies: 10
Views: 5219

Re: Techniques for better multi-directional scrolling

That's a nice list, but which technique did you end up going with? I'm curious. In the game I'm working on i used vertical mirroring and managed to limit all artefacts in the top/bottom 8px of the screen, where i hope they will be (mostly) hidden by overscan. My algorithm is mostly stateless, it onl...
by bleubleu
Mon Sep 24, 2018 9:49 am
Forum: NESdev
Topic: Detecting button combos / sequences
Replies: 6
Views: 4699

Detecting button combos / sequences

Hi. This is not directly related to NES, but more of a general game programming question. I want to map an action to a double-tap of the A button. Of course, it needs to handle different speeds of taps. Also, id like to have an action mapped to A+B. Again, it needs some tolerance since it's possible...
by bleubleu
Tue Sep 04, 2018 8:20 am
Forum: Homebrew Projects
Topic: Untitled adventure game, Milestone 1: Scrolling and tools.
Replies: 39
Views: 19210

Re: Untitled adventure game, Milestone 1: Scrolling and tool

Hey there - this is Joe from The New 8-bit Heroes / NESmaker. Just wanted to say...this is fantastic :-) Great tools, friend! Look forward to seeing what comes from them! We actually have a similar bit flip for hiding behind tiles this way...super cool to see it in yours too! And I'm jealous of how...
by bleubleu
Fri Aug 31, 2018 3:37 pm
Forum: Homebrew Projects
Topic: Untitled adventure game, Milestone 1: Scrolling and tools.
Replies: 39
Views: 19210

Re: Untitled adventure game, Milestone 1: Scrolling and tool

What if you only had BG disabled for the top 8 lines, but sprites on, and you put 8 blank sprites at Y=0. The 8 Sprite limit makes it impossible for any other sprites to show up there. I think it would work BUT keep in mind my background color is NOT black. Its that ugly pink/orange on the floor. S...
by bleubleu
Fri Aug 31, 2018 11:21 am
Forum: Homebrew Projects
Topic: Untitled adventure game, Milestone 1: Scrolling and tools.
Replies: 39
Views: 19210

Re: Untitled adventure game, Milestone 1: Scrolling and tool

The background doesn't necessarily have to be a plain color. If you have any sprite that matches either the background color or the shape of the background object, you can use what I call impossible triangle priority , a quirk of sprite priority on the NES. To put it short: If sprites' priority bit...
by bleubleu
Fri Aug 31, 2018 10:42 am
Forum: Homebrew Projects
Topic: Untitled adventure game, Milestone 1: Scrolling and tools.
Replies: 39
Views: 19210

Re: Untitled adventure game, Milestone 1: Scrolling and tool

This looks incredible. Definitely looks like it could replace nesmaker. Are you going to be selling it or is it free/open source? Also, how do you make your guy go behind walls? I was impressed by that because I never could figure out a good way to do that on my own adventure game (The Legends of O...
by bleubleu
Thu Aug 30, 2018 7:09 pm
Forum: NESdev
Topic: Collision: Preventing it VS. Fixing it when it happens
Replies: 7
Views: 3057

Re: Collision: Preventing it VS. Fixing it when it happens

Thanks man, that makes a lot of sense!

-Mat