Search found 732 matches

by Mugi
Fri Sep 20, 2019 5:33 pm
Forum: Scripts
Topic: Injecting custom code into the code loop
Replies: 6
Views: 461

Re: Injecting custom code into the code loop

the defined scripts is a large portion of the game, yes, but not all of it. there is a number of files loaded into the project from gameenginedata/routines/basic/system/ folder (where the macros are too) and there's a bunch of data, such as the ram variables etc in gameenginedata/gamedata/ and it's ...
by Mugi
Thu Sep 19, 2019 6:18 pm
Forum: Ask For Help
Topic: crouch enable
Replies: 20
Views: 802

Re: crouch enable

objects in nesmaker engine use a 6-point collision system in a following configuration 0 1 4 5 3 2 using the "skip top collision" makes your object ignore the collisionpoints 0 and 1 when it's hit. effectively using it halves the height of your object. also note that collision points are not in any ...
by Mugi
Thu Sep 19, 2019 5:03 pm
Forum: Ask For Help
Topic: Help w/ Weird Tile Collision Issue
Replies: 11
Views: 437

Re: Help w/ Weird Tile Collision Issue

i meant less work. not more. the main problem is that once you get it to scroll without breaking up you'll notice how the core itself is so heavy that it cant handle scrolling with objects on screen (no matter what you do you will have bad tile loads because it's just not fast enough) and then you s...
by Mugi
Thu Sep 19, 2019 4:44 pm
Forum: Ask For Help
Topic: Help w/ Weird Tile Collision Issue
Replies: 11
Views: 437

Re: Help w/ Weird Tile Collision Issue

the scrolling isnt usable in 2 directions, it was not meant for it and joe himself said that while you CAN enable it, it will not function without significant amount of coding done to the scroll. jorotroids scroll core (check archive subforum) works in 2 directions if you insist on having that. Alte...
by Mugi
Thu Sep 19, 2019 3:31 pm
Forum: Ask For Help
Topic: crouch enable
Replies: 20
Views: 802

Re: crouch enable

to set "skip top collision"

Code: Select all

    LDA Object_vulnerability,x
    ORA #%10000000
    STA Object_vulnerability,x
to remove "skip top collision"

Code: Select all

    LDA Object_vulnerability,x
    AND #%01111111
    STA Object_vulnerability,x
by Mugi
Tue Sep 17, 2019 11:25 pm
Forum: Scripts
Topic: Injecting custom code into the code loop
Replies: 6
Views: 461

Re: Injecting custom code into the code loop

the lack of documentation at the moment is real, and basically the only way to figure things out is to dig into the engine and find things yourself. it's taken me too a long series of going through the assemblies to find relevant things. some easy scripts to help with stuff are for example predraw.a...
by Mugi
Tue Sep 17, 2019 3:24 pm
Forum: Ask For Help
Topic: Jump to upper screen
Replies: 13
Views: 248

Re: Jump to upper screen

did you touch the wall during the transition between screens ?
try jumping to the upper screen so that your player is not touching the wall, and see if it goes to the correct screen.
(the collision breaking screen transitions is a known issue, i've posted a fix for it somewhere in the forum.)
by Mugi
Tue Sep 17, 2019 9:31 am
Forum: WIP
Topic: Another Brawler Project (W.I.P)
Replies: 6
Views: 358

Re: Another Brawler Project (W.I.P)

the sprites and artwork is top notch as usual, but im gonna reserve my judgement until i see a little more.
spacepunk'd had some really catchy graphics going on with it, so im really curious about what you're gonna come up for this.
by Mugi
Tue Sep 17, 2019 9:23 am
Forum: WIP
Topic: Dimension Shift
Replies: 326
Views: 22753

Re: Dimension Shift

tile updates are not really that feasible so we'll do something else. most likely. the boss can be scrolled up/down/left/right and im going to split his existence into several palettes so that i can manipulate it better using color changes. something along these lines, that allows me to only show th...
by Mugi
Mon Sep 16, 2019 10:20 pm
Forum: WIP
Topic: Dimension Shift
Replies: 326
Views: 22753

Re: Dimension Shift

well, doing excessive movement for the boss will be quite hard so we'll see how it ends up working, but yes, one idea was to get the fist to slam to the ground. i have some animation frames made but as you can see the tileset is pretty full as it is, and there are no floor or wall or anything tiles ...