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	<title>Comments on: Explorer: 7 &#8211; Sprite Time</title>
	<atom:link href="http://www.tummaigames.com/blog/2009/07/23/explorer-7-sprite-time/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.tummaigames.com/blog/2009/07/23/explorer-7-sprite-time/</link>
	<description>NES homebrew! Development blog for homebrew NES games</description>
	<lastBuildDate>Wed, 09 Jun 2010 16:06:21 +0000</lastBuildDate>
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		<title>By: Thomas</title>
		<link>http://www.tummaigames.com/blog/2009/07/23/explorer-7-sprite-time/comment-page-1/#comment-520</link>
		<dc:creator>Thomas</dc:creator>
		<pubDate>Mon, 10 May 2010 14:54:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=124#comment-520</guid>
		<description>Googlepages changed somehow in between now and when I wrote this post.  I don&#039;t know how to get to the page to display as-is in the browser.  index.html only gives you a table of contents.  For the meat, try http://sites.google.com/site/nesdevhandbook/theframe.html  (you will still have to download the html and view it locally.  Formatting appears a little broken).

I should contact Disch and see if he&#039;ll let me host a copy of his document here.</description>
		<content:encoded><![CDATA[<p>Googlepages changed somehow in between now and when I wrote this post.  I don&#8217;t know how to get to the page to display as-is in the browser.  index.html only gives you a table of contents.  For the meat, try <a href="http://sites.google.com/site/nesdevhandbook/theframe.html" rel="nofollow">http://sites.google.com/site/nesdevhandbook/theframe.html</a>  (you will still have to download the html and view it locally.  Formatting appears a little broken).</p>
<p>I should contact Disch and see if he&#8217;ll let me host a copy of his document here.</p>
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		<title>By: Dr. Mike Reddy</title>
		<link>http://www.tummaigames.com/blog/2009/07/23/explorer-7-sprite-time/comment-page-1/#comment-518</link>
		<dc:creator>Dr. Mike Reddy</dc:creator>
		<pubDate>Mon, 10 May 2010 10:22:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=124#comment-518</guid>
		<description>http://nesdevhandbook.googlepages.com/index.html seems to be a broken link as it prompts me to download the html file instead of opening it... :-(</description>
		<content:encoded><![CDATA[<p><a href="http://nesdevhandbook.googlepages.com/index.html" rel="nofollow">http://nesdevhandbook.googlepages.com/index.html</a> seems to be a broken link as it prompts me to download the html file instead of opening it&#8230; :-(</p>
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	<item>
		<title>By: Rob</title>
		<link>http://www.tummaigames.com/blog/2009/07/23/explorer-7-sprite-time/comment-page-1/#comment-26</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Sat, 25 Jul 2009 22:04:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=124#comment-26</guid>
		<description>Noattack! Yet another person I&#039;ve had the pleasure of actually meeting : D Great to see you are still interested in NES dev, dude!</description>
		<content:encoded><![CDATA[<p>Noattack! Yet another person I&#8217;ve had the pleasure of actually meeting : D Great to see you are still interested in NES dev, dude!</p>
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	<item>
		<title>By: Explorer: 8 &#8211; Sprite Direction &#124; Tummai Games</title>
		<link>http://www.tummaigames.com/blog/2009/07/23/explorer-7-sprite-time/comment-page-1/#comment-23</link>
		<dc:creator>Explorer: 8 &#8211; Sprite Direction &#124; Tummai Games</dc:creator>
		<pubDate>Fri, 24 Jul 2009 15:51:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=124#comment-23</guid>
		<description>[...] Tummai Games development blog for NES games      &#171; Explorer: 7 &#8211; Sprite Time [...]</description>
		<content:encoded><![CDATA[<p>[...] Tummai Games development blog for NES games      &laquo; Explorer: 7 &#8211; Sprite Time [...]</p>
]]></content:encoded>
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		<title>By: Thomas</title>
		<link>http://www.tummaigames.com/blog/2009/07/23/explorer-7-sprite-time/comment-page-1/#comment-21</link>
		<dc:creator>Thomas</dc:creator>
		<pubDate>Fri, 24 Jul 2009 05:47:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=124#comment-21</guid>
		<description>@noattack: Sure!  I plan to cover just about anything I can think of and those topics make the list.  I don&#039;t have a title screen or ending yet, so I haven&#039;t written any state-changing code.  But when I do, I&#039;ll write about it for sure.  

I&#039;m trying to write blog entries as I program the game so the ideas are still fresh in my mind when I write.  I&#039;m still playing catchup though.  My game engine already has sprite movement with background collision working.  I&#039;m itching to make a new video and put it up, but I&#039;m going to wait until the blog posts catch up to that point.  Also I haven&#039;t talked about sound at all, but I have a basic music engine working in the game.  I&#039;ll get there eventually though. 

In the meantime, I recommend this document by Disch:

http://nesdevhandbook.googlepages.com/index.html

Looks like you commented in the thread over at nesdev, so you&#039;ve probably read it already, but it&#039;s worth reading several times.  I pretty much follow his program structure verbatim, except that I don&#039;t buffer the room drawing (I turn the PPU off).

Here&#039;s my main loop so far:

forever:
    jsr do_frame ;see Disch&#039;s doc
    jsr handle_joypad
    jsr update_hero_sprite
    jmp forever

handle_joypad checks for arrow presses.  If there are any, it sets a hero_moving flag and sets her direction.  update_hero_sprite does the actual movement, checking for collisions and changing rooms if the hero reaches a room boundary.  It also cycles the sprite animations.

Thanks for the kind words!</description>
		<content:encoded><![CDATA[<p>@noattack: Sure!  I plan to cover just about anything I can think of and those topics make the list.  I don&#8217;t have a title screen or ending yet, so I haven&#8217;t written any state-changing code.  But when I do, I&#8217;ll write about it for sure.  </p>
<p>I&#8217;m trying to write blog entries as I program the game so the ideas are still fresh in my mind when I write.  I&#8217;m still playing catchup though.  My game engine already has sprite movement with background collision working.  I&#8217;m itching to make a new video and put it up, but I&#8217;m going to wait until the blog posts catch up to that point.  Also I haven&#8217;t talked about sound at all, but I have a basic music engine working in the game.  I&#8217;ll get there eventually though. </p>
<p>In the meantime, I recommend this document by Disch:</p>
<p><a href="http://nesdevhandbook.googlepages.com/index.html" rel="nofollow">http://nesdevhandbook.googlepages.com/index.html</a></p>
<p>Looks like you commented in the thread over at nesdev, so you&#8217;ve probably read it already, but it&#8217;s worth reading several times.  I pretty much follow his program structure verbatim, except that I don&#8217;t buffer the room drawing (I turn the PPU off).</p>
<p>Here&#8217;s my main loop so far:</p>
<p>forever:<br />
    jsr do_frame ;see Disch&#8217;s doc<br />
    jsr handle_joypad<br />
    jsr update_hero_sprite<br />
    jmp forever</p>
<p>handle_joypad checks for arrow presses.  If there are any, it sets a hero_moving flag and sets her direction.  update_hero_sprite does the actual movement, checking for collisions and changing rooms if the hero reaches a room boundary.  It also cycles the sprite animations.</p>
<p>Thanks for the kind words!</p>
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	<item>
		<title>By: noattack</title>
		<link>http://www.tummaigames.com/blog/2009/07/23/explorer-7-sprite-time/comment-page-1/#comment-19</link>
		<dc:creator>noattack</dc:creator>
		<pubDate>Thu, 23 Jul 2009 16:49:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=124#comment-19</guid>
		<description>Thomas,

I know this is jumping the gun a bit, but it&#039;d be great if you could devote a future post to the overall structure of your game design.  I know that&#039;s a general subject, but it&#039;d be great to see something catered to the peculiarities of the NES.  For instance, how do you switch from title screen to the game, then to an end state?  Where do those things go in code?  What is the main loop and what happens there?  Those are the kind of concepts I find confusing.

This is fascinating to read so far.  No one&#039;s done a step-by-step design doc like this for NES before, especially for an actual multi-screen game.  Nice work.</description>
		<content:encoded><![CDATA[<p>Thomas,</p>
<p>I know this is jumping the gun a bit, but it&#8217;d be great if you could devote a future post to the overall structure of your game design.  I know that&#8217;s a general subject, but it&#8217;d be great to see something catered to the peculiarities of the NES.  For instance, how do you switch from title screen to the game, then to an end state?  Where do those things go in code?  What is the main loop and what happens there?  Those are the kind of concepts I find confusing.</p>
<p>This is fascinating to read so far.  No one&#8217;s done a step-by-step design doc like this for NES before, especially for an actual multi-screen game.  Nice work.</p>
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