Search found 84 matches

by jorotroid
Mon Oct 15, 2018 6:53 am
Forum: NESmaker Help
Topic: 8 point collision , what I know
Replies: 18
Views: 293

Re: 8 point collision , what I know

Maybe, but I have some doubts that it would be the fix you are looking for. For one thing in my tests with one way platform, I've noticed that the problem is not limited to the ends of the one way platforms as you can see in this screen I threw together in my game. It seems like maybe the variable j...
by jorotroid
Sat Oct 13, 2018 7:26 pm
Forum: NESmaker Help
Topic: 8 point collision , what I know
Replies: 18
Views: 293

Re: 8 point collision , what I know

That canPenetrate: doesn't do anything. I don't know why it's there. It's a label that you can jump to from elsewhere in the code. The compiler essentially ignores those. Also it's the only place in the code where that appears, so in other words, nothing is ever jumping to that. If you were to make ...
by jorotroid
Sat Oct 13, 2018 9:22 am
Forum: NESmaker Help
Topic: ASM inquiry?
Replies: 6
Views: 106

Re: ASM inquiry?

Technically you don't even need to CMP to #$00. That's an awesome insight. I definitely will be able to clean up some code with that. Thanks for sharing. Eyy! i got it working now. however, when trying to use LoadBackgroundPalette and giving either the name of the palette or the number it is on the...
by jorotroid
Sat Oct 13, 2018 9:03 am
Forum: NESmaker Help
Topic: 8 point collision , what I know
Replies: 18
Views: 293

Re: 8 point collision , what I know

Sorry for taking a while to respond. I had a busy last couple of days. I haven't completely figured out how the one way platforms work, but so far in my opinion, getting caught on them doesn't have anything to do with n points collision. The one way platform code is a little hard to track down, it w...
by jorotroid
Thu Oct 11, 2018 1:54 am
Forum: NESmaker Help
Topic: PreDraw Issue
Replies: 6
Views: 98

Re: PreDraw Issue

So the Vectors.asm<1>: Value out of Range error is usually the error that happens when you've added too much stuff to the static bank. You can use this tool to see if one or more of your banks are filled up. https://www.romhacking.net/utilities/1169/ Just open the tool, then open your game.nes file ...
by jorotroid
Thu Oct 11, 2018 1:46 am
Forum: NESmaker Help
Topic: ASM inquiry?
Replies: 6
Views: 106

Re: ASM inquiry?

I completely agree with chronosv2, and am pretty confident that you are repeatedly spawning a new instance of the object. It looks like you want to use CMP instead of AND. Also that + is not necessary. And I don't think that ShowSprites is necessary either, but I haven't messed around with the start...
by jorotroid
Thu Oct 11, 2018 1:25 am
Forum: Software Support
Topic: Incorrect Path Tile in the Upper Left Corner
Replies: 3
Views: 71

Re: Incorrect Path Tile in the Upper Left Corner

I gutted out the original HUD code to make room for other stuff, so that's no longer an option.
by jorotroid
Thu Oct 11, 2018 1:23 am
Forum: NESmaker Help
Topic: 8 point collision , what I know
Replies: 18
Views: 293

Re: 6 point collision , what I know

Weird, I thought I posted a reply last night before going to bed. Those forum threads you shared are out of date. The first one was started during the beta. The second one was started by me when version 4.0.0 was the latest version. As of 4.0.11, 6 point collision is in. I'm using it in my game, I h...
by jorotroid
Wed Oct 10, 2018 10:59 am
Forum: Software Support
Topic: Incorrect Path Tile in the Upper Left Corner
Replies: 3
Views: 71

Incorrect Path Tile in the Upper Left Corner

Has anyone else run into this? I just noticed that having a path tile at the location 0,1 will always display the center version even when it should display something else. It looks fine in NESmaker in the screen edtor, but at runtime that tile is incorrect. Here are some images showing the problem....
by jorotroid
Wed Oct 10, 2018 8:48 am
Forum: WIP
Topic: The Tower of Turmoil
Replies: 81
Views: 2969

Re: The Tower of Turmoil

Very nice!