Search found 774 matches

by Mugi
Mon Jan 20, 2020 2:48 pm
Forum: Concepts
Topic: Co-Op Metroidvania
Replies: 3
Views: 482

Re: Co-Op Metroidvania

as far as i know bat puncher is dropped and only the demo remains. Who knows though, maybe some day :P
by Mugi
Fri Jan 17, 2020 1:25 am
Forum: Ask For Help
Topic: Mapper 30 circuit board question
Replies: 9
Views: 94

Re: Mapper 30 circuit board question

there is technically a limit of how many times you can flash it.
it's somewhere between 200000 and 300000 so you should be fine for a few lifetimes :P
by Mugi
Thu Jan 16, 2020 7:56 pm
Forum: Ask For Help
Topic: Mapper 30 circuit board question
Replies: 9
Views: 94

Re: Mapper 30 circuit board question

well, considering the fact that the INL mapper 30 carts are what nesmaker games are designed to run on, i cant really see why they wouldn't be ideal for testing. everdrive is just an emulation of the mapper which may or may not be fully accurate, especially when we're talking about the flash saving ...
by Mugi
Mon Jan 13, 2020 11:10 am
Forum: WIP
Topic: Dimension Shift
Replies: 362
Views: 33219

Re: Dimension Shift

you can see snippets of the code every now and then on some older videos. it's not really anything mindblowing per-se. what you're seeing in this video is a portion of my weapondraw that does the actual sprite loads during attack. Its a fair bit different than the vanilla sprite weapon draw present ...
by Mugi
Sat Jan 11, 2020 3:54 pm
Forum: WIP
Topic: Dimension Shift
Replies: 362
Views: 33219

Re: Dimension Shift

here we go with a new weapon and reloadable weapon graphics to get some of that detail in there. this is made in a way that weapons are changed in the menu, and depending on the selected weapon, the last 2 rows of tiles reloads for the selected weapon, giving me 32 tiles per weapon to draw whatever ...
by Mugi
Fri Jan 03, 2020 8:40 pm
Forum: Ask For Help
Topic: correct pickup setup help
Replies: 9
Views: 183

Re: correct pickup setup help

just a side note; it's actually really easy to add any number of pickup objects more if that is needed. the code that does the pickup checks is located in bank14.asm inside routines/basic/bankdata and it simply consists of a check for "if you collide with this object and the object ID is XXXX, .incl...
by Mugi
Thu Jan 02, 2020 4:05 am
Forum: WIP
Topic: Dimension Shift
Replies: 362
Views: 33219

Re: Dimension Shift

Oh my god this game looks and sounds so phenomenal ! i remember playing the byte off version the new updated version is bound to be an NES hit!! thanks. We're working on it, although it's been slow lately due to personal reasons. we're currently working on making the weaponsystem work a bit more ro...
by Mugi
Tue Dec 31, 2019 2:08 am
Forum: Ask For Help
Topic: Help to comment this jump code so I can better understand object movement
Replies: 5
Views: 163

Re: Help to comment this jump code so I can better understand object movement

correct. the reasoning for this is because of the way tiles are made in the nesmaker engine (16x16 pixel metatiles), moving the player down 9 pixels (one pixel more than halfway) clears the "standing on a jump through platform" flag and the tile is then treated as null (no collision.) In the event t...
by Mugi
Sat Dec 28, 2019 4:28 pm
Forum: Ask For Help
Topic: Help to comment this jump code so I can better understand object movement
Replies: 5
Views: 163

Re: Help to comment this jump code so I can better understand object movement

LDA Object_y_hi,x this is the Y position of X (in this case, player) SEC ;; "set carry flag"? not sure what this does here SBC #JUMP_SPEED_LO ;; "subtract with carry" the jump speed constant.I get that we're referencing the constant, but why SBC? SEC = SEt Carry the reason why SBC (substract with ca...
by Mugi
Mon Dec 23, 2019 11:22 am
Forum: WIP
Topic: Mark of the Beast
Replies: 115
Views: 9712

Re: Mark of the Beast

the glossary has a typo in it, it says that page 19 is "the world of NORR" but the world is named NOOR everywhere else.