My Byte-Off 2020 development Videos Playlist

TolerantX

Active member
These videos show how I am turning the tutorial game into my own maze-venture type game. Lost of maze with some adventure thrown in.
I believe these videos if viewed, may show others how I did some of this stuff, and I may be able to answer questions and provide insight. Thank you!

https://www.youtube.com/playlist?list=PLAivaULpvswCD1iGWISRS6v3sHqQVDcwg
 

TolerantX

Active member
My Extra Screen Loads Data Script
Code:
;;;;; UNDER WHAT CONDITION SHOULD WE HIDE PLAYER? ;;;;;

		STX tempA
		LDX player1_object
		LDA ScreenFlags00
		AND #%10000000
		BEQ doNotTurnOffPlayerSprite
			LDA Object_status,x
			AND #%11000001
			STA Object_status,x
			JMP doneWithPlayerSprite
		doNotTurnOffPlayerSprite:
			LDA Object_status,x
			ORA #%00111110
			STA Object_status,x
			JMP doneWithPlayerSprite

	doneWithPlayerSprite:
	LDX tempA

	doNotTurnOffSprites:
		;ShowSprites
        JMP doneWithExtraScreenCheckForSprites

	doneWithExtraScreenCheckForSprites:

	LDA ScreenFlags00
	AND #%01000000
	BEQ doNotTurnOffHud
		HideHud
		JMP doneWithExtraScreenCheckForHud

	doNotTurnOffHud:
		ShowHud
	doneWithExtraScreenCheckForHud:

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;	LDA ScreenFlags00	
;	AND #%00100000
;		JMP doneCheckingScreenFlags

;	doneCheckingScreenFlags:

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; ARE THERE ANY SPECIAL CONSIDERATIONS FOR TRIGGERED SCREENS?
	;;; if a screen is triggered, make the lock block go away.
	GetTrigger
	BNE +screenIsTriggered
		JMP +noTrigger
	+screenIsTriggered
		
	+noTrigger

	doneWithExtraCheck:
 

TolerantX

Active member
Topic on fixing the sprites overlay I used this...

http://nesmakers.com/viewtopic.php?f=35&t=5520
 

TolerantX

Active member
My sprite pre-draw as of video #21( https://youtu.be/3Gdujt4bg20 ) : This is to create a Knight Monster Icon in my HUD (*screen flags werent working for this so I used a userscreenbyte) in the variable 1 turns it on 0 is off...

Code:
;;; sprite pre draw ;;;

	LDA userScreenByte2					;; Loads variable for drawing sprite on/off per screen ;;
	CMP #$01				;; for some reason screen flags wont work so we are doing it this way ;;		
	BEQ +doDrawKnight		;; if the screen has 1 as the screen bye 2 then it draws the knight ;;
		JMP endScript		;; if not, it doesnt draw ;;
+doDrawKnight
	DrawSprite #$4F, #$CF, #$70, #%00000010   ;; KnightTopL ;;
	DrawSprite #$57, #$CF, #$70, #%01000010   ;; KnightTopR ;;
	DrawSprite #$4F, #$D7, #$71, #%00000010   ;; KnightBotL ;;
	DrawSprite #$57, #$D7, #$71, #%01000010   ;; KnightBotR ;;

endScript:
RTS
 

TolerantX

Active member
This is my monster barrier script I am using...

http://nesmakers.com/viewtopic.php?f=35&t=5979#p29618
 

mouse spirit

Well-known member
I love your game and appreciate what you are doing here. I feel like people ask the same questions that i did, as well as you.
So it's nice to have a roadmap.Some people will love this.I did a help wiki based on my experience of trying to make a
nemaker game. Won't help everyone, but it will help some fersure. Great job here.

https://nesmaker.fandom.com/wiki/Help_with_....?venotify=created#Helpful_links_specific_to_NESmaker4.1.x
 
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