Ever had a hankerin’ to allow a player to have the ability to input controller codes in the NES games you make at some point? Well, it’s not all that difficult to implement, and as promised on The DogCast, here is what I came up with. Okay, so today isn’t Sunday. A day early doesn’t [...]
Filed under: 6502 Code by Roth on March 17, 2012
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Yesterday I decided to try and implement an intro for the story of Ardent Assault. I kind of wanted that Star Wars-esque scrolling the words up dealy. The only problem was, I have never scrolled more than one screen at a time! I thought it would be fairly easy to implement, and had hoped it [...]
Filed under: 6502 Code, Games by Roth on September 13, 2011
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So I was at work thinking to myself. I said to myself, I says, “Self, what was it that you had heard about that one time… you know, about preserving a hi score on NES in the 700 page of RAM?” What I’m babbling about, is this. You know how you play some game that [...]
Filed under: 6502 Code by Roth on September 9, 2011
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I didn’t get around to working on having Ace fire in the game today, but I did get all the hotspots set up, and the proper direction that you have to face for each encounter as well. This brought something else to my mind; defining the enemy clusters. I am figuring that I will add [...]
Filed under: 6502 Code, Games by Roth on May 11, 2011
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I didn’t get a whole lot of time to work on Ardent Assault today, but I did tweak up a bit of code that I wrote yesterday. Before getting to that, I’ll explain how the game will work. I don’t think I’ve really done that yet : P You start off at the beginning of [...]
Filed under: 6502 Code, Games by Roth on May 9, 2011
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Last time I talked about how to stick a palette routine in the NMI so it refreshes every frame automatically, giving us free reign to edit the virtual RAM palette for quick updates. Now I’d like to cover how to get some flashiness going in the program. This will add a bit of pizazz to [...]
Filed under: 6502 Code by Roth on May 10, 2010
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The palette! This is one of my favorite parts of the NES, as it can be used to make your game look like more is going on than there really is. Since I’ve gotten into NES development, I’ve found that one of the better ways to use NMI is for PPU updates, while saving game [...]
Filed under: 6502 Code by Roth on May 6, 2010
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