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Messages - ISSOtm

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1
Video Games / Re: Making my own video game
« on: Today at 04:39:36 pm »
Why not doing it on an actual 16-bit console? GBA seems to be pretty nice to start on.
2
Wiki Discussion / Re: 0x vs. $
« on: Today at 03:19:17 am »
The "h" prefix is barely used, and just plain stupid. I'm against it.
3
Wiki Discussion / Re: 0x vs. $
« on: Today at 12:20:43 am »
I've voted $ for addresses and 0x for values, loosely following the 6502 spec (where $2A is address 422, and #$2A is value 42)
I believe it's important to differentiate both of those.
4
Generation I Glitch Discussion / Re: Gen 2 Pokemon in Gen 1?
« on: January 18, 2019, 07:20:54 am »
Such a patch would be downright impossible, due to the different serial protocol used.
5
Introductions / Re: Ain't Dead Yet
« on: January 16, 2019, 07:53:32 am »
HOLY SHITO ANOTHER OLDBIE RESURFACES!!

Hi! I'm Isso, recent member (since around 2k14, 15?), so I can't say I "remember" you, although I have seen some of your posts while backlogging some threads.
It's nice to see some oldbies are still alive and kicking - we've got Prisma, Extreme Forkton Supreme, Jchu and Jolteon to come back more or less recently, and also Photon, in a way.

The forums are mostly inactive, most of the activity (erm) is happening on the Discord server.
6
What are the potential applications of this? Better RAM manipulation?
7
Video Games Discussion / Re: (!SPOILERS!) Deltarune Discussion Thread
« on: January 12, 2019, 07:12:25 am »
I only play in windowed, anyways
8
Video Games Discussion / Re: (!SPOILERS!) Deltarune Discussion Thread
« on: January 11, 2019, 03:35:46 pm »
Nah, didn't try again. Had a peek at one of the later phases... ain't doing it any time soon, lol
9
Video Games Discussion / Re: (!SPOILERS!) Deltarune Discussion Thread
« on: January 10, 2019, 03:23:58 pm »
Do you understand why I was pushing you so strongly towards this game? ^^
10
The boot-up code disables interrupts, doesn't it?
11
I'm very unsure about how this works. The game should just reset, not do this.
12
You should refer to the disasm, especially wram.asm. There's documentation on the different RAM addresses and their functionality.
Further, if you want to know the answer to this kind of questions, you should find a piece of code that does what you want, and figure out how it works. For example, home/init.asm references `PlayIntro` (use GitHub's search to find it's in engine/intro.asm), which references `PlayShootingStar` (just below), which calls `AnimateShootingStar` (engine/gamefreak.asm), which calls `CheckForUserInterruption` (home.asm). There you can see it calls `JoypadLowSensitivity` and reads back `hJoyHeld` and `hJoy5`. It's up to you to figure out how those work!

All this, because we'll quickly grow tired if we you need every answer spoonfed to you, so you should start learning how to be autonomous. Of course, if you're still stumped, you can ask us - it's always nice to help someone who proves they do efforts but don't make it. You're on a good start!
13
Introductions / Re: Hello new trainer here !!
« on: January 08, 2019, 03:34:47 am »
Howdy fella.
Howdyhowdyhowdy.
14
This essentially makes all rst vectors reset the game. Not sure how it can be doing this - got a recording?
15
gbz80toitems supports labels, and if you're going for complex code, you should definitely use that.
Unless you want hex output, in which case I don't think there's any better solution that using RGBDS directly and looking at the output binary.
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