<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Explorer: 9 &#8211; Sprite Movement</title>
	<atom:link href="http://www.tummaigames.com/blog/2009/07/26/explorer-9-sprite-movement/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.tummaigames.com/blog/2009/07/26/explorer-9-sprite-movement/</link>
	<description>NES homebrew! Development blog for homebrew NES games</description>
	<lastBuildDate>Wed, 09 Jun 2010 16:06:21 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.1</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Thomas</title>
		<link>http://www.tummaigames.com/blog/2009/07/26/explorer-9-sprite-movement/comment-page-1/#comment-34</link>
		<dc:creator>Thomas</dc:creator>
		<pubDate>Wed, 29 Jul 2009 12:11:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=159#comment-34</guid>
		<description>@Rob: When I first looked through it it was a real head-scratcher.  I keep going back to it though just to get a look at other approaches and the more I read it the more sense it makes.</description>
		<content:encoded><![CDATA[<p>@Rob: When I first looked through it it was a real head-scratcher.  I keep going back to it though just to get a look at other approaches and the more I read it the more sense it makes.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Rob</title>
		<link>http://www.tummaigames.com/blog/2009/07/26/explorer-9-sprite-movement/comment-page-1/#comment-33</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Tue, 28 Jul 2009 18:58:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=159#comment-33</guid>
		<description>Oh man, tell me about it! I was looking through that code before and was just blown away! There are so many files, and you have to do alot of bouncing around back-and-forth to see what is going on. It works really well, though, so it&#039;s definitely put together thoughtfully, it seems.</description>
		<content:encoded><![CDATA[<p>Oh man, tell me about it! I was looking through that code before and was just blown away! There are so many files, and you have to do alot of bouncing around back-and-forth to see what is going on. It works really well, though, so it&#8217;s definitely put together thoughtfully, it seems.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Thomas</title>
		<link>http://www.tummaigames.com/blog/2009/07/26/explorer-9-sprite-movement/comment-page-1/#comment-32</link>
		<dc:creator>Thomas</dc:creator>
		<pubDate>Tue, 28 Jul 2009 15:47:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=159#comment-32</guid>
		<description>@Rob: Thanks!  I like to separate the different pieces/components of my program as much as possible.  Each piece does its own thing with its own data and that&#039;s it.  Then the different pieces communicate with each other with flags.  Makes it a lot easier to read the code.  And spot bugs too.  

Actually, I think I should use separation more than I do.  ca65 has a lot of cool scoping features that I don&#039;t use at all because I&#039;ve been too lazy to read up on them.  Reading through the source code for Neotoxin made me realize what I&#039;m missing though.  Neotoxin was written for a different assembler, but I think they have a lot of the same features.</description>
		<content:encoded><![CDATA[<p>@Rob: Thanks!  I like to separate the different pieces/components of my program as much as possible.  Each piece does its own thing with its own data and that&#8217;s it.  Then the different pieces communicate with each other with flags.  Makes it a lot easier to read the code.  And spot bugs too.  </p>
<p>Actually, I think I should use separation more than I do.  ca65 has a lot of cool scoping features that I don&#8217;t use at all because I&#8217;ve been too lazy to read up on them.  Reading through the source code for Neotoxin made me realize what I&#8217;m missing though.  Neotoxin was written for a different assembler, but I think they have a lot of the same features.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Rob</title>
		<link>http://www.tummaigames.com/blog/2009/07/26/explorer-9-sprite-movement/comment-page-1/#comment-31</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Mon, 27 Jul 2009 17:00:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=159#comment-31</guid>
		<description>This is definitely the kind of thing I need to implement. I&#039;ve been including all parts of movement into the actual control routines instead of a using a flag to set when the character movement routine should happen. That&#039;s good enough for smaller projects, but your way makes alot more sense for bigger endeavors, I think. Great post!</description>
		<content:encoded><![CDATA[<p>This is definitely the kind of thing I need to implement. I&#8217;ve been including all parts of movement into the actual control routines instead of a using a flag to set when the character movement routine should happen. That&#8217;s good enough for smaller projects, but your way makes alot more sense for bigger endeavors, I think. Great post!</p>
]]></content:encoded>
	</item>
</channel>
</rss>
