Search found 299 matches

by Bucket Mouse
Fri May 24, 2019 8:32 pm
Forum: Scripts
Topic: Stealth Game Enemy AI
Replies: 2
Views: 45

Re: Stealth Game Enemy AI

May not be necessary. I wrote out the ASM this morning. Haven't tested it yet; maybe you could inspect for errors. One thing I remembered (thankfully) was that the screen counts position by PIXEL, not TILE, so the addition / subtraction had to be far greater to work. THERE IS ONE THING MISSING THOUG...
by Bucket Mouse
Fri May 24, 2019 7:38 am
Forum: Scripts
Topic: Stealth Game Enemy AI
Replies: 2
Views: 45

Stealth Game Enemy AI

This isn't something I need right now, just something I've been thinking about. For an adventure game to have a stealth section, it needs enemies that recognize when the player is standing in front of them. I feel like I've absorbed enough of the NES programming language that I should be able to fig...
by Bucket Mouse
Fri May 17, 2019 8:34 am
Forum: Misc
Topic: Immediate text box?
Replies: 4
Views: 187

Re: Immediate text box?

It's not supposed to do any of that. I've never had any of those problems....
by Bucket Mouse
Sat May 11, 2019 7:02 am
Forum: Tutorial Requests
Topic: Digging
Replies: 2
Views: 262

Re: Digging

You're on the right track. It would simply be a breakable block but both states would be non-solid. You'd map the shovel to a button; the code would say that if you pressed the button over that specific tile, the tile would change to the "Dug" version. This would take some ASM tinkering, especially ...
by Bucket Mouse
Fri May 10, 2019 7:55 pm
Forum: Community Tutorials
Topic: How to avoid holding buttons trigging events in special screens prematurely
Replies: 4
Views: 203

Re: How to avoid holding buttons trigging events in special screens prematurely

I was planning on putting a timed Easter Egg into my game -- like an idle animation in the vein of Sonic tapping his foot -- but I thought I'd have to configure the "Countdown Timer" ASM to make that happen. This is much less messy. I had no idea there was a way to count frames. Question: if you're ...
by Bucket Mouse
Sun Apr 28, 2019 2:30 am
Forum: Misc
Topic: Immediate text box?
Replies: 4
Views: 187

Re: Immediate text box?

viewtopic.php?f=40&t=1940

Here's what you need.
by Bucket Mouse
Sun Apr 14, 2019 1:49 am
Forum: WIP
Topic: Manekineko Ramen Adventure (WIP)
Replies: 6
Views: 308

Re: Manekineko Ramen Adventure (WIP)

The problem is that the coins are tiles, and there's no way to animate tiles yet. It may come in a future update, but that could take a while.

There's a glitch in the current build with scrolling not displaying paths properly. Someone posted a solution elsewhere in the forums, search for it.
by Bucket Mouse
Fri Apr 05, 2019 7:55 pm
Forum: Ask For Help
Topic: If/Else Statements in ASM
Replies: 4
Views: 129

Re: If/Else Statements in ASM

To answer the original question, first you load up a value or a variable with LDA, then you use CMP (compare) to compare it to the condition you want. If you want something to happen if the condition is equal, you use BEQ (Branch If Equal) to lead to the code for that condition. if you want somethin...
by Bucket Mouse
Wed Apr 03, 2019 4:23 am
Forum: WIP
Topic: Dimension Shift
Replies: 140
Views: 6714

Re: Dimension Shift

I mean if it runs there now, groovy, let's get a module going, but if not....this needs a correction. I'll give ya some credit... quite ballsy of ya. BUT quite bluntly, Mugi doesn't owe you shit. He's not beholden to just pause his game development to retrofit everything he's doing to create a modu...