In this episode I got the MMC3 IRQ working once I realized the I had to re-enable interrupts on the CPU. After that, we saw what happened as you mess with the nametables while scrolling and experimented with one solution to vertical scrolling and scanline counting. I need to some more research to see how other games do this. Thanks for watching and see you next stream!
This week we figured out why the sprite 0 code was slowing things down for the game when there were lots of entities on screen and then we figured out how to change the game to run with mapper MMC3. I wasn’t able to get the scanline interrupts working properly yet but we’ll get that handled on Thursday. Thanks to those who watched!
I continued working on getting sprite 0 hit detection working. And it did finally work, but I couldn’t get it to scroll vertically after sprite 0 hit is triggered. I learned today that apparently you can’t do that like you can with the horizontal scroll. Need to research about that some more. Update: I have researched this and have a solution. Requires some optimization though
The Mojon Twins currently beta test their new game Cheril the Writer for the Nintendo Entertainment System (NES) / Famicom. Tested via a NES emu running on a Caanoo 🙂
After being off for a week we did some small optimizations, messed with how levels are loaded, and then played around with sprite 0 hit detection. It was a pretty fun stream because I was mostly messing around with the NES code and not the asset tool. I need to get map building working properly in the NES asset tool so we can get more serious about building backgrounds. I also need to figure out the sprite 0 hit detection better (or, you know, just figure it out)
New level clear animation! I’m pretty proud of how nicely that spiral effect turned out. Had to use some creative math to get it to work with the scrolling, but definitely worth it. #nesdev #nes #indiedev #gamedev