Search found 139 matches

by Kasumi
Sun Dec 02, 2018 7:08 am
Forum: Finished Games
Topic: The Tower of Turmoil
Replies: 40
Views: 1096

Re: The Tower of Turmoil

I just noticed going back through my imgur album. You spelled Incredible wrong on the end screen! It's missing the second 'i' character.
by Kasumi
Sun Dec 02, 2018 12:40 am
Forum: ADVENTURE MODULE TUTORIAL
Topic: Accessing the second tileset in PPU Viewer
Replies: 2
Views: 180

Re: Accessing the second tileset in PPU Viewer

One side is used for sprites, the other side is used for the backgrounds. (Generally.) You can't draw a background tile using sprites without changing to a thoroughly unsupported display mode. (8x16 sprites) Tile #$2F is indeed different for the background and sprite sides, and the reason why you ca...
by Kasumi
Fri Nov 30, 2018 8:34 pm
Forum: Finished Games
Topic: The Tower of Turmoil
Replies: 40
Views: 1096

Re: The Tower of Turmoil

Congrats on the release! https://i.imgur.com/uCk6ymf.png You'll find my playthrough attached. FCEUX movie. Fans are a bit inconsistent. Swinging the sword cuts off jump height, and there's the landing in the air thing that affects a lot of NES Maker games. During cutscenes, you can swing your sword ...
by Kasumi
Sat Nov 10, 2018 3:20 am
Forum: WIP
Topic: Witch City
Replies: 94
Views: 7300

Re: Witch City

I feel the enemies discourage attempts at the thing, now that I've done it. Say a player is pretty sure how to get up there. The enemies make them lose health on each attempt. So my opinion is they punish not having the muscle memory for the execution rather than discouraging falling. The punishment...
by Kasumi
Fri Nov 09, 2018 8:41 am
Forum: WIP
Topic: Witch City
Replies: 94
Views: 7300

Re: Witch City

By cheating I mean I moved the player character by editing RAM to see the problem I was meant to solve. By being mystified, I meant having seen the problem I did not see how it could be solved. And by not cheating I mean I did figure out how to solve it without editing RAM. State machiney stuff: You...
by Kasumi
Fri Nov 09, 2018 5:18 am
Forum: WIP
Topic: Witch City
Replies: 94
Views: 7300

Re: Witch City

From your response to Bucket Mouse, it seems like you may not be aware you can get where they got without falling there. https://i.imgur.com/j3YwMz2.gif Edit: Or re-reading and re-playing (there doesn't seem to be a way to fall there from above), maybe not, but I'd still recommend something differen...
by Kasumi
Fri Nov 02, 2018 5:39 pm
Forum: NESmaker Help
Topic: A few quick ASM questions and one big one.
Replies: 18
Views: 1300

Re: A few quick ASM questions and one big one.

Various math functions in 6502 including several multiplication snippets: http://codebase64.org/doku.php?id=base:6502_6510_maths Here's a bunch of division by a constant routines: https://forums.nesdev.com/viewtopic.php?f=2&t=11336 They work by magic. This post explains why the divide by 7 works: ht...
by Kasumi
Wed Oct 31, 2018 1:47 am
Forum: NESmaker Help
Topic: A few quick ASM questions and one big one.
Replies: 18
Views: 1300

Re: A few quick ASM questions and one big one.

As jorotroid said, bcs is greater than or equal, not greater than. You can't really do greater than in one step, nor less than or equal to in one step. For Greater Than lda variable cmp value beq notactuallygreaterthan;If they're equal, "greater than" isn't true. bcs greaterthan notactuallygreaterth...
by Kasumi
Wed Oct 24, 2018 9:33 pm
Forum: Help
Topic: Questions about the infinite lives cart
Replies: 4
Views: 750

Re: Questions about the infinite lives cart

The cartridge can store up to 512KB, yes. How much is allocated to saves is up to the programmer/engine.

This is the documentation for it: https://wiki.nesdev.com/w/index.php/UNROM_512
by Kasumi
Sun Sep 16, 2018 12:52 am
Forum: NESmaker Help
Topic: Where to Disable B to run. (Platformer) (Solved)
Replies: 2
Views: 248

Re: Where to Disable B to run. (Platformer)

In GameEngineData/Routines/UserScripts/PlatformGame_Base/MainScripts/Physics_Platform_Simple.asm on line 228 is the code. CPX player1_object BNE dontCheckForSprint LDA gamepad AND #%00000010 ;; is b pressed? BEQ dontCheckForSprint ;;; should sprint LDA temp3 CLC ADC #$01 STA temp3 dontCheckForSprint...