NintendoAge http://nintendoage.com/forum/ -Sqooner Game Engine Building #5: Background Compression http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=33104 2015-05-09T07:21:02 -05.00 Mario's Right Nut 20
After having extracted it, I can drag and drop the file "Background compression" and open it in my emulator (fceuxd sp) as if it was a NES file (actually there's no extension) but no way to get ONLY the source code.

How can i get it ?

Thank you. ]]>
Game Engine Building #5: Background Compression http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=33104 2015-04-02T05:34:25 -05.00 Mario's Right Nut 20 Originally posted by: GreenMonkey


Wow, I've looked at this thread st least 5 times and never noticed it was there. That really would have been helpful. Thanks
Yeah, you have to be signed in in order to see attached files, so if you happen to visit the site on multiple devices or when not logged in, just make sure to double check later. I missed a lot of stuff due to this at first.

Oh, and congrats on getting to the point of at least looking into this particular tutorial, it is one of my favorites and has made a huge impact in my own projects, particular when combined with the lesson on attribute handling (week 8 I believe).

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Game Engine Building #5: Background Compression http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=33104 2015-04-01T23:45:57 -05.00 Mario's Right Nut 20 Originally posted by: SoleGooseProductions

Originally posted by: GreenMonkey

Is there any chance that someone has a source of MRN's code?

It's all in the zip file attached to the OP, right?




Wow, I've looked at this thread st least 5 times and never noticed it was there. That really would have been helpful. Thanks ]]>
Game Engine Building #5: Background Compression http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=33104 2015-04-01T20:34:09 -05.00 Mario's Right Nut 20 Originally posted by: GreenMonkey

Is there any chance that someone has a source of MRN's code?
It's all in the zip file attached to the OP, right?

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Game Engine Building #5: Background Compression http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=33104 2015-04-01T20:12:46 -05.00 Mario's Right Nut 20 Game Engine Building #5: Background Compression http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=33104 2010-09-10T14:31:29 -05.00 Mario's Right Nut 20
Edit- nevermind.  I re-read the post and it answered by question.

I've got a system in place where I think I'm stuck with 16 metatiles per group, so I might look into using a better setup.

Al
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Game Engine Building #5: Background Compression http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=33104 2010-09-09T09:39:25 -05.00 Mario's Right Nut 20 FOR SHAME!!!  I can't believe that no one figured it out!!

I just figured out what the freaking bug was in this program.  I didn't push/pop the registers during NMI.  How retarted.  Anyway, for those of you who don't know what I'm talking about, you need to add:

  PHA                              ;protect the registers
  TXA
  PHA
  TYA
  PHA

right after the "NMI" start.  And then add:

  PLA                              ;restore the registers
  TAY
  PLA
  TAX
  PLA

right before you do the "RTI" at the end of NMI.  See my other write ups for details.  Then it should work.

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Game Engine Building #5: Background Compression http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=33104 2010-09-08T11:08:26 -05.00 Mario's Right Nut 20 The Thread Formerly Known As http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=33104 2010-05-15T18:42:13 -05.00 Mario's Right Nut 20 Advanced Nerdy Nights http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=33104 2010-05-14T08:33:36 -05.00 Mario's Right Nut 20