Search found 799 matches

by Mugi
Thu Feb 27, 2020 8:14 am
Forum: Bugs
Topic: Triggered screen causing assets to disappear (Bug or feature?)
Replies: 2
Views: 1527

Re: Triggered screen causing assets to disappear (Bug or feature?)

generally you should leave the top left metatile empty on a tileset, as that is the metatile index #$00 which is the default for an unpainted area. it can somewhat be worked around with, but this is generally how the tiledraw in nesmaker was made, as such, it does indeed reserve one metatile for "bl...
by Mugi
Sun Feb 23, 2020 8:08 am
Forum: Ask For Help
Topic: Weapons Menu pop up
Replies: 24
Views: 4458

Re: Weapons Menu pop up

you're missing a comma from line 7
it's #$00, #$00 #$20
it should be #$00, #$00, #$20

just for further reference, the error message states exactly where the error is: 1Myfunction (line 7): DrawBox (column19)
by Mugi
Tue Feb 18, 2020 1:15 pm
Forum: WIP
Topic: Vastus
Replies: 45
Views: 7159

Re: Vastus

I see! So far I’ve been optimizing it manually, but I’ll definitely try the tool out tonight. Thank you! Also, since you commented, I have to say your game is looking amazing man! Shiru's screen tool is more or less a must-have for nes development. it makes life so easy in so many levels heh. thank...
by Mugi
Mon Feb 17, 2020 11:15 am
Forum: WIP
Topic: Vastus
Replies: 45
Views: 7159

Re: Vastus

are you optimizing your tile usage with the game objects ? simply drawing frames of animation fills it up really fast, but with a bit of extra work and shiru's screentool to help you weed off dublicate tiles and/or identify near dublicate tiles can get you pretty far with how much you can fit into i...
by Mugi
Sat Feb 15, 2020 6:47 pm
Forum: Ask For Help
Topic: How does Graphic Banks work?
Replies: 4
Views: 1539

Re: How does Graphic Banks work?

you have to select the bank before you make a screen. when you make a screen, the selected bank is then used for that screen and cannot be changed. the banks work by using 6 BCKCHR files per bank. you have 18 of them in your graphicsassets folder, the first 6 are bank 1, the next 6 are bank2 and the...
by Mugi
Fri Feb 14, 2020 3:51 am
Forum: Ask For Help
Topic: Custom scripts (Script Define)
Replies: 5
Views: 890

Re: Custom scripts (Script Define)

JMP and JSR are two different things though. JMP is a permanent move to the script. If he's trying to call his script from another script, then I'm assuming he wants to return to that other script after it's done its thing, so he would want JSR. thanks for confifming that im dyslexic :P either way ...
by Mugi
Thu Feb 13, 2020 1:31 am
Forum: Ask For Help
Topic: Custom scripts (Script Define)
Replies: 5
Views: 890

Re: Custom scripts (Script Define)

the define is the calling name of the script. using JMP like bucket mouse said, can be used to jump into a LABEL of a code (something that ends with : in code) the SCR_***** define given to the script in script settings defines how the compiler sees this file. this define is used to include the .asm...
by Mugi
Wed Feb 05, 2020 12:01 am
Forum: Ask For Help
Topic: AssignBanks.asm(96) Value out of Range ????
Replies: 5
Views: 433

Re: AssignBanks.asm(96) Value out of Range ????

it just means that your bank11 is overflowing. bank 11 is the second graphics databank (called bank2 in nesmaker UI) which means that propably one of your bitmaps for bank 2 graphics is too large (bckchr_06.bmp -> bckchr_11.bmp and bckSSchr_10.bmp -> bckSSchr_19.bmp are located in this bank.) as far...
by Mugi
Tue Feb 04, 2020 10:54 pm
Forum: Ask For Help
Topic: AssignBanks.asm(96) Value out of Range ????
Replies: 5
Views: 433

Re: AssignBanks.asm(96) Value out of Range ????

the number means that the error that happens, happesn on line 96 of the file assignbanks.asm
by Mugi
Sun Feb 02, 2020 12:20 pm
Forum: Ask For Help
Topic: Platformer. Player movement problems (falling, going left)
Replies: 15
Views: 1207

Re: Platformer. Player movement problems (falling, going left)

this has to do with the collision calculations being flat out incorrect, the issue comes from the fact that the collision engine is set to ignore multi collisions and since you are colliding with the wall, the edge collision is ignored, causing a wrap. i think i posted a fix for this somewhere in th...