1 w switch maybe... though ot reminds me of a kirby super star minigame if you've ever seen itHad this idea and couldn't wait. Basically quick draw from 1 2 Switch but I really wanted to see if I could do the sliding portraits right. Graphics need some finesse but it's all there!
Didn't want to have them actually shooting each other so it's called Hat Shots
View attachment 6230
It's not really doable as a macro I don't think, it runs over multiple frames in my round over script. For instance, here's the code for the first GIF, the one with shutters going from the left and the right:@JamesNES Wow, those transition effects are really cool. Difficult to achieve? Can it be made with a simple macro or a subroutine?
(it would be useful)
wipe8:
;;scratch1 = left x
;;scratch1+1 = right x
LDA scratch1+1
BNE +
;;scratch1 and scratch1+1 are set to zero before first calling this
LDA #31
STA scratch1+1
+
;;do left shutter
LDA #$00
STA tempB
LDX #$00
-leftLoop
DrawSingleTile #$00, scratch1, tempB
INC tempB
INX
CPX #30
BNE -leftLoop
jsr doWaitFrame
LDA #$00
STa tempB
LDX #$00
-rightLoop
DrawSingleTile #$00, scratch1+1, tempB
INC tempB
INX
CPX #30
BNE -rightLoop
jsr doWaitFrame
INC scratch1
DEC scratch1+1
LDA scratch1
CMP #$10
BNE +
jsr startNewRound
+
RTS
LDY scrollOffsetCounter
LDX currMaxTileWrites ;;;here. By default it's #$10 but you can bump it up if you're on PAL, or know that there aren't any palette writes going on while writing heaps of tiles.
;;;I have it at #$18 for this
loop_LoadScrollColumn:
LDA scrollUpdateRam,y
STA $2006
STA $07FE
INY
LDA scrollUpdateRam,y
STA $2006
STA $07FF
INY
LDA scrollUpdateRam,y
STA $2007
INY
STY scrollOffsetCounter
CPY maxScrollOffsetCounter ;; this should probably be variable.
BEQ doneUpdatingColumn
DEX
BNE loop_LoadScrollColumn
JMP notDoneUpdatingColumn
doneUpdatingColumn:
LDA updateScreenData
AND #%11111011
STA updateScreenData
; LDA scrollByte
; AND #%11111110
; STA scrollByte
LDA #$00
STA scrollOffsetCounter
STA maxScrollOffsetCounter ;;added this
notDoneUpdatingColumn:
Yeah I mightve stolen the idea from that1 w switch maybe... though ot reminds me of a kirby super star minigame if you've ever seen it
however you did this @JamesNES (which I'm assuming is the ChangeTileAtPosition script I couldn't figure out) I'm going to need advice for how to use this for my game. to transition to battle screen you know? okay got the game not crashing now because I added the doChangeTileAtPosition.asm to the loadallsubroutines.asm...Haven't felt like doing anything intense so I made a bunch of screen wipes!
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This thread is for me posting stuff about my game. I posted that macro for someone else, I wasn't intending to be answering questions about it for weeks. How you handle that stuff in your game is up to you, and is what making a game is actually abouthowever you did this @JamesNES (which I'm assuming is the ChangeTileAtPosition script I couldn't figure out) I'm going to need advice for how to use this for my game. to transition to battle screen you know? okay got the game not crashing now because I added the doChangeTileAtPosition.asm to the loadallsubroutines.asm...
my issue is that I don't quite know how to say... make the variable change a tile which it's x = 3 and y = 4... how do you get that info?
I mostly agree and thanks for sending me the code anyway man, got it working. I just need to be able to find the right position on the map using postscreenload, and then change the tiles graphics, it won't take that long for me to figure this out but I'm busy today anyway... but yeah I know it's off topic here... but I am grateful man. Thank you looking forward to your game!This thread is for me posting stuff about my game. I posted that macro for someone else, I wasn't intending to be answering questions about it for weeks. How you handle that stuff in your game is up to you, and is what making a game is actually about
If you ever do a tutorial on vertical scrolling, let me know. I had a few ideas for vertical scrollersMade some progress with vertical scrolling, something I've always wanted to take a swing at. Collisions are bit off but I think I can do it now at least. Static HUD at the top hiding the draw in!
Need to slow down the scroll and add death when you fall off the bottom but I've already put that in a different mode so it should be pretty simple. I'll add things shooting bullets and stuff too to make it more interesting.
It's currently splicing together random screens every time it goes up to a new one, so there are repeats as I've only made four of them so far. But it's working!
View attachment 6004
The drawing part isn't that hard, it's the other stuff like collisions and object spawning and whatnot. I removed all of NES Maker's scrolling code when I started so I don't really know how that's laid out, for this I used the collision data that's generated when you compile to make simple objects, just x/y/width/type in RAM and check collisions against them to do things. Since I'm not using NES Maker's collision system at all for this minigame, I've got like 512 bytes extra of RAM to do things with.If you ever do a tutorial on vertical scrolling, let me know. I had a few ideas for vertical scrollers