Search found 234 matches

by Kasumi
Mon May 06, 2019 12:25 am
Forum: Ask For Help
Topic: A few noob questions and hardware hacking
Replies: 2
Views: 113

Re: A few noob questions and hardware hacking

You can tie 6502 assembly "scripts" you write to certain events like pressing A from the UI, but you can also just edit the code directly. Full source code for the engine is available, and you can browse it without actually buying the software if you'd like to take a look to see how much you underst...
by Kasumi
Thu May 02, 2019 2:34 am
Forum: Ask For Help
Topic: Understanding User Variable Space
Replies: 4
Views: 224

Re: Understanding User Variable Space

Userspace variables are from $0600-$06FF, so yes you are going over. That said, whether that matters technically depends on your module. $0700 is defined as FlashRamPage or CollisionRam2. I believe the non scrolling modules don't use that RAM. (I have seen non scrolling games that have activity in t...
by Kasumi
Mon Apr 29, 2019 4:10 am
Forum: Ask For Help
Topic: Lets talk about saving [4.1+]
Replies: 29
Views: 1302

Re: Lets talk about saving [4.1+]

You can have the save routines in the same bank as the save file, so long as they are not in the same 4KB sector. This is because erasing the entire sector is required to write anything new (which would erase the code for the save routines as well). You also can't run the flash write parts of the sa...
by Kasumi
Sat Apr 13, 2019 4:51 am
Forum: Misc
Topic: Tools, Assets, and Recommended Reading
Replies: 1
Views: 261

Re: Tools, Assets, and Recommended Reading

Graphics Tools Aseprite - Best pixel editor I've ever used by far. Animations and layers as separate concepts, but no tiles, yet. (It's being worked on.) I-CHR - Conforming NES background PNG image to NES Data and test ROM in one step. (Disclaimer, I wrote this.) At some point it'll be updated for s...
by Kasumi
Wed Apr 03, 2019 7:30 pm
Forum: Ask For Help
Topic: Understanding ASM: Macro vs Subroutine
Replies: 5
Views: 255

Re: Understanding ASM: Macro vs Subroutine

I'm probably going to write a whole NES programming tutorial when I finish up my program, but I don't have anything specifically about optimization planned. Experience is the only teacher!
by Kasumi
Wed Apr 03, 2019 4:21 am
Forum: WIP
Topic: Dimension Shift
Replies: 143
Views: 8152

Re: Dimension Shift

I think Bucket Mouse was questioning Joe's decision to share it as a NES Maker thing rather than trying to get Mugi to release code. "If NES Maker made this possible, wouldn't everyone else be able to do it?" At least, that's how I read it.
by Kasumi
Wed Apr 03, 2019 1:58 am
Forum: Community Tutorials
Topic: How to prevent projectile and "medusa head" slowdowns
Replies: 31
Views: 1849

Re: How to prevent projectile and "medusa head" slowdowns

Here's the no loop method. lda curPos sta temp;store old pos temporarily (if positions are 16bit, you only need the old low byte) clc adc pixelsToMove sta curPos eor temp;If both bits were set, or if both were clear (same tile) you'll get zero in that bit's place and #%00010000;Isolate the bit beq n...
by Kasumi
Tue Apr 02, 2019 10:48 pm
Forum: Community Tutorials
Topic: How to prevent projectile and "medusa head" slowdowns
Replies: 31
Views: 1849

Re: How to prevent projectile and "medusa head" slowdowns

WillElm, your code currently boils down to this: HandleTileCollision: lda Object_type,x cmp #1 ; player melee cmp #18 ; enemy bullet bne + jsr updateHorizontalPosition jsr updateVerticalPosition rts + Branches are based on the "status flags" and each instruction updates the status flags, losing what...