Search found 800 matches

by Mugi
Sat Jan 11, 2020 3:54 pm
Forum: WIP
Topic: Dimension Shift
Replies: 362
Views: 52144

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: 658

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: 52144

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: 504

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: 504

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: 123
Views: 22906

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.
by Mugi
Fri Dec 13, 2019 11:12 am
Forum: Ask For Help
Topic: Animated tiles
Replies: 6
Views: 957

Re: Animated tiles

well, for starters, this is not even assembly, it's C, making inherently incompatible with nesmaker.
it's propably for ca65 which is a C compiler and could be ported to asm6 but as it is it wont do anything in nesmaker.

(the link is not working btw)
by Mugi
Sat Dec 07, 2019 3:40 am
Forum: WIP
Topic: Dimension Shift
Replies: 362
Views: 52144

Re: Dimension Shift

it's a little bit of a trap becuase including 2 banks of music means that you have to dupe the engine assembly, and the sound effect data (depends on usage but generally you need sfx everywhere.) so you'll get the obvious "label already defined" errors everywhere, for labels that you obviously can't...
by Mugi
Fri Dec 06, 2019 2:55 pm
Forum: WIP
Topic: Dimension Shift
Replies: 362
Views: 52144

Re: Dimension Shift

dale_coop wrote:
Fri Dec 06, 2019 9:19 am
Wow congrats, great work.
I know some members that would love to know how you did that ;)
I'll let people know when i manage to get that working in nesmaker ;)
by Mugi
Thu Dec 05, 2019 4:17 pm
Forum: WIP
Topic: Dimension Shift
Replies: 362
Views: 52144

Re: Dimension Shift

thanks guys. we're still trying really hard here, polishing lots of things, and currently working on getting the music and sound effects to a better state. we've been digging through the audio driver for couple days now and it's a whole beast of it's own really. Added bonus though, now that we actua...