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Please chime in on a proposed restructuring of the ROM hacking sections.
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Aaendi
Posted on 03-11-10 08:42 PM, in Any "generic" tile map editors? Link | Quote | ID: 128291


Red Koopa
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I guess I just have to just write my level map out in xkas since there isn't a good program for creating tile maps.

To bad I have to wait till I get home from college to program. I wish I had a lab top with me, so I can program and talk to my friends at college at the same time.

Aaendi
Posted on 03-17-10 03:30 AM, in Why do homebrewers write faster code than professionals? Link | Quote | ID: 128494


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I've read asm code from published games, and compared it to homebrew asm code from various people and I notice this a lot. I've even seen noobs write faster code than what I usually find in released games.

For example, if you ask a asm noob to move a sprite across the screen, you'd see something like this:

lda x_coordinate
inc a
sta x_coordinate

If you ask a homebrewer with a little more expirience, they might say:

inc x_coordinate

But if you ask a professional programmer working at Konami or Capcom, to make a sprite move across the screen, they make a long, confusing overcomplicated code that goes on and on. So long, you can't even figure out just exactly how does the code end up moving the sprite accross the screen.

Aaendi
Posted on 03-17-10 03:02 PM, in Why do homebrewers write faster code than professionals? Link | Quote | ID: 128513


Red Koopa
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Being a few cycles off never bothered me. It only bothers me when programmers is off by a factor of 10 or more that it starts to give me headaches.

Take for example Gradius 3, halfway through level 1, a fire dragon (who is made out of 10 sprites) comes out of the lava, and the game lags.

I've played around with multijointed sprites before, and it never caused the system to lag when I do it. Yes, WITH collsion applied.

Aaendi
Posted on 03-17-10 06:31 PM, in Why do homebrewers write faster code than professionals? Link | Quote | ID: 128519


Red Koopa
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I guess when one guy tries to finish off someone elses code, crap happens.

Some good news, as of late I've got my platformer engine working, and I haven't ran into trouble with lagging yet.

I don't find macros to be that all bad. I use a lot of them in my platformer engine. They're much faster than subroutines, and I can still find optimization tricks around them.

such as:

%move(#$40,$0100)
%move(#$40,$0200)

being written as:

%move(#$40,$0100)
sta $0200

Aaendi
Posted on 03-18-10 05:09 PM, in Why do homebrewers write faster code than professionals? Link | Quote | ID: 128543


Red Koopa
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I know what they say about premature optimizations. I can agree with them, but I don't always find it true all the time.

I know it is important to have structure to your game engine, but some things are just better off programming raw and dirty, like enemy AI. Take an example of code from the game I'm currently making.

little_soldier:
%bounds_check($02)
lda $06
beq enemy_move_left
inc $02
bra enemy_move_right
enemy_move_left:
dec $02
enemy_move_right:
%build_sprite(#sprite_data,$02,$04,#$0000)
%tile_collision($02,#$0010,$04,#$0030,$028000,$08)
beq collision_occured
jmp end_enemy
collision_occured:
lda $06
eor #$0001
sta $06
jmp end_enemy

Notice how moving the sprite is only inc $02 or dec $02, but I'm using macros to do more complex things like tile collision and checking bounds, that are deeply connected to how my engine works.

Aaendi
Posted on 03-18-10 11:29 PM, in Any "generic" tile map editors? Link | Quote | ID: 128557


Red Koopa
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Would anyone here want to make a custom tile map editor for my game?

The qualifications are:

-choosing the rom address of the tile set
-choosing the rom address of the palette
-levels up to 32x4 or 4x32 screens with 8x8 tiles
-collision map editing with 16x16 collision tiles
-store horizontal level tiles like

tile (0,0)
tile (0,1)
tile (0,2)
......
tile (0,127)
tile (1,0)
tile (1,1)

-store vertical level tiles like

tile (0,0)
tile (1,0)
tile (2,0)
.......
tile (127,0)
tile (0,1)
tile (1,1)

-horizontal level collision tiles

tile (0,0)
tile (0,1)
tile (0,2)
.......
tile (0,512)
tile (1,0)
tile (1,1)

-vertical level collision tiles

tile (0,0)
tile (0,1)
tile (0,2)
.......
tile (0,64)
tile (1,0)
tile (1,1)

Aaendi
Posted on 03-20-10 03:29 PM, in Any "generic" tile map editors? Link | Quote | ID: 128599


Red Koopa
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Too bad I don't know C#.

Aaendi
Posted on 03-21-10 03:54 PM, in Kawa's Map Editor Creation Tutorial Link | Quote | ID: 128644


Red Koopa
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So where do I get the "form 1" window?

Aaendi
Posted on 03-22-10 12:43 AM, in Kawa's Map Editor Creation Tutorial Link | Quote | ID: 128651


Red Koopa
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You never said what program you were using in the tutorial. If I knew you were using Visual Studio I would've found it right away.

Aaendi
Posted on 03-24-10 04:05 PM, in Kawa's Map Editor Creation Tutorial Link | Quote | ID: 128747


Red Koopa
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The other people already know C# so they would know.

Aaendi
Posted on 03-24-10 08:56 PM, in Kawa's Map Editor Creation Tutorial Link | Quote | ID: 128788


Red Koopa
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I never did any non-assembly language before.

Aaendi
Posted on 03-24-10 09:38 PM, in Kawa's Map Editor Creation Tutorial Link | Quote | ID: 128816


Red Koopa
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Guys, I have been researching and trying to learn C# the last couple of days. You don't need to leave any more smug comments.

Aaendi
Posted on 03-26-10 05:23 PM, in Why do homebrewers write faster code than professionals? Link | Quote | ID: 128963


Red Koopa
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Something I could never understand. Why do people think optimizing code always causes your code to crash easily? I don't know who the hell started telling people that, and what kind of mentally insane optimizations he was doing, but I never experienced my code crashing just because I threw in an optimization?

If your code crashes because of an optimization, it's probably just because you made a typo in writing your code, not the optimization itself.

Aaendi
Posted on 03-27-10 02:52 PM, in Why do homebrewers write faster code than professionals? Link | Quote | ID: 128997


Red Koopa
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Posted by Trax
As in the first example:

LDA foo
ADC #$00
STA foo

This operation is for numbers that are more than 1 byte long, and is used to compute remainders. Adding 0 to A will result either in 0, if the Carry Bit is clear, and 1 if the Carry Bit is set. Another thing to remember is that there could be another place in the code that points between two lines, where A gets another value, and then is stored like in the example, when returning from a subroutine...



You don't need to do that if your using a 65816 in 16-bit accumulator mode.

Aaendi
Posted on 03-29-10 12:07 AM, in What do you guys think about this thread? Link | Quote | ID: 129113


Red Koopa
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http://www.smwcentral.net/?p=thread&id=14402

Aaendi
Posted on 03-29-10 12:14 AM, in What do you guys think about this thread? Link | Quote | ID: 129119


Red Koopa
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Posted by Haz
I was going to say it's a more specific rip-off of here, but then I saw the post date :p


Read further and you can find a flame war arrupting. I want to know who side would you take, dragonboy's side or smkdan's side.

Aaendi
Posted on 03-29-10 04:29 AM, in What do you guys think about this thread? Link | Quote | ID: 129151


Red Koopa
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Who do you think is smarter and more experienced, me or dragonboy?

Aaendi
Posted on 04-05-10 05:06 AM, in Megaman Eternity Music Nominations Link | Quote | ID: 129507


Red Koopa
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Are all these songs NES?

Aaendi
Posted on 04-06-10 04:40 AM, in WIP video of Secret Agent Insane Maniac Link | Quote | ID: 129543


Red Koopa
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http://www.youtube.com/watch?v=8ph-5fKXUP8

I know it is very primitive, and underdeveloped, but I'm far from finished programming the game.

Aaendi
Posted on 04-06-10 05:01 AM, in WIP video of Secret Agent Insane Maniac Link | Quote | ID: 129549


Red Koopa
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Probably just 1%, but the hardest part is over.
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Main - Posts by Aaendi

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