Starting from scratch, NESMaker program environment

tornotlukin

Member
(Windows 10, 64bit, program located in E: [not the boot drive] in a custom named folder E:\NESMaker)
I am having trouble using Test > Export & Test. Following the tutorial I get to a certain point and cannot see my work on an emulator.

Next, I unzipped a fresh new folder of NESMaker. I then Test > Export & Test and get this:
nesmaker test for emu screen.GIF

then this message

error compile.GIF

I expected a gray screen (as seen in the 3.14v tutorial), nothing came up instead. I am trying to see if I messed anything up in my first go around. I am happy to start over, but want to know I am starting properly.

What is the bare bones setup for a successful "test export?"
What "Project Settings" are needed?
Does NESMaker need higher Administrator rights to run properly?

Thank you.
 

dale_coop

Moderator
Staff member
first of all you need to watch the tutorial to learn how to start:
http://nesmakers.com/viewtopic.php?f=18&t=346
And:
https://youtu.be/N31cfM2l0RA
 

dale_coop

Moderator
Staff member
It will hard to start a project without having watched the tutorial ;)
Have a fun!
And if you need more: there are a lot of tutorials (from the betas) on the YouTube and Vimeo channels
https://vimeo.com/joegranatoiv
https://youtube.com/channel/UCrGvkDImwWQxWyTOo6r3Pyw/videos
 

SeaFoodAndButter

New member
tornotlukin said:
Thank for this, I did not know this existed. Looking at it now.

dale_coop said:
first of all you need to watch the tutorial to learn how to start:

Start up NESMaker, click on "Project" then select "import project module". The file you're looking for will be under the NESMaker 4.0 folder branch and you will see "Modules". Double click that and you will see file named Basic Modules. Highlight that file, then click "open" in the lower right. That will import the scripts you need to get started. Now click on test and then "export and test". After it compiles, it will say, "press any key". Hit any key on your keyboard and you will now see the gray screen you're looking for. You're in business now!
 

tornotlukin

Member
Yeah, I was missing all that.

Just to clarify:
The MOD file is just a preset for what ASM code gets associated with the project. I could manually go to Project > Project Settings then to the Script Setting tab pick ASM files myself, and get the same result?

SeaFoodAndButter said:
Start up NESMaker, click on "Project" then select "import project module". [...] You're in business now!
 

dale_coop

Moderator
Staff member
Yes exactly, the MOD is a package of presets scripts for a type of game.

Don’t forget to follow the new tutorials that started recently (part 2, today):
https://youtu.be/DestwmQ6588
 

tornotlukin

Member
Already bookmarked them! Woo!

Is there a copy of the snippet used to make the sprite turn up? (its at 1:44 of the Launch video) The video res is low so I can't see the code used. This seems like a necessary addition to all movement ASM files.

dale_coop said:
Yes exactly, the MOD is a package of presets scripts for a type of game.
Don’t forget to follow the new tutorials that started recently (part 2, today):
 
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