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	<title>Comments for Tummai Games</title>
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	<link>http://www.tummaigames.com/blog</link>
	<description>NES homebrew! Development blog for homebrew NES games</description>
	<lastBuildDate>Sun, 05 Sep 2010 23:59:07 +0000</lastBuildDate>
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		<title>Comment on About by Shawn</title>
		<link>http://www.tummaigames.com/blog/about/comment-page-1/#comment-1058</link>
		<dc:creator>Shawn</dc:creator>
		<pubDate>Sun, 05 Sep 2010 23:59:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?page_id=2#comment-1058</guid>
		<description>Just a couple of things... Found the YouTube videos to be quite interesting and educational, mostly the second one explaining how you did the collision detection for your game. Just wanted to stop by the blog to see if you had furthered your progress.
Very neat stuff, wish I had the ability to understand programming as you do. Anyway, it would be neat to see how you progress your game and eventually port it over to nes hardware. 

If you ever get bored you can stop by and say hi over at our IRC chat room . I go by the nick Red_Mist on the server http://sorcery.net/ over at #pixelation

Keep up the good work :&gt;

-Red_Mist-</description>
		<content:encoded><![CDATA[<p>Just a couple of things&#8230; Found the YouTube videos to be quite interesting and educational, mostly the second one explaining how you did the collision detection for your game. Just wanted to stop by the blog to see if you had furthered your progress.<br />
Very neat stuff, wish I had the ability to understand programming as you do. Anyway, it would be neat to see how you progress your game and eventually port it over to nes hardware. </p>
<p>If you ever get bored you can stop by and say hi over at our IRC chat room . I go by the nick Red_Mist on the server <a href="http://sorcery.net/" rel="nofollow">http://sorcery.net/</a> over at #pixelation</p>
<p>Keep up the good work :&gt;</p>
<p>-Red_Mist-</p>
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		<title>Comment on About by John Lightbody</title>
		<link>http://www.tummaigames.com/blog/about/comment-page-1/#comment-840</link>
		<dc:creator>John Lightbody</dc:creator>
		<pubDate>Thu, 29 Jul 2010 16:18:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?page_id=2#comment-840</guid>
		<description>Hello-

   Looking around Tummai games,  I&#039;m pretty stoked about what can be done with a compiler, an 
NES emulator and some serious time to kill.  Right now, I&#039;m really trying to find a good starting place to learn the 6502 language - any suggestions?
   (A bit of background: I just got my degree in Electrical Engineering, and although I&#039;m not a hardware guy, I learned 8051 assembly a few years ago.  My little brother, an animation student, and some of his friends are hoping to make an NES game, and I&#039;m trying to help out with the difficult part : )

Thanks-</description>
		<content:encoded><![CDATA[<p>Hello-</p>
<p>   Looking around Tummai games,  I&#8217;m pretty stoked about what can be done with a compiler, an<br />
NES emulator and some serious time to kill.  Right now, I&#8217;m really trying to find a good starting place to learn the 6502 language &#8211; any suggestions?<br />
   (A bit of background: I just got my degree in Electrical Engineering, and although I&#8217;m not a hardware guy, I learned 8051 assembly a few years ago.  My little brother, an animation student, and some of his friends are hoping to make an NES game, and I&#8217;m trying to help out with the difficult part : )</p>
<p>Thanks-</p>
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		<title>Comment on NES Birthday Card by Vanya</title>
		<link>http://www.tummaigames.com/blog/2010/03/16/nes-birthday-card/comment-page-1/#comment-668</link>
		<dc:creator>Vanya</dc:creator>
		<pubDate>Wed, 09 Jun 2010 16:06:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=233#comment-668</guid>
		<description>Very cool! Wish I could have done something like that to propose to my wife with.

:off topic:
@tummai: you have PM at ROMHacking.net. ^_^</description>
		<content:encoded><![CDATA[<p>Very cool! Wish I could have done something like that to propose to my wife with.</p>
<p>:off topic:<br />
@tummai: you have PM at ROMHacking.net. ^_^</p>
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		<title>Comment on Explorer: 10 &#8211; Sprite Collision by Thomas</title>
		<link>http://www.tummaigames.com/blog/2009/07/29/explorer-10-sprite-collision/comment-page-1/#comment-521</link>
		<dc:creator>Thomas</dc:creator>
		<pubDate>Mon, 10 May 2010 15:19:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=166#comment-521</guid>
		<description>@Dr. Mike Reddy:  Thanks for the comment!  The NES is a lot of fun and I bet some of your students would get a kick out of programming for it.

You&#039;re right, a relative hitbox would be better.  Nice find!

I&#039;m not sure I understand exactly what you mean re: move checks.  By 8 bit do you mean 8 pixels?  The character sprite is 16x32 pixels, but her hitbox is much smaller.  Metatiles are 16x16 pixels, but are represented in RAM as bytes.  Could you elaborate more on your solution?  Anything that can make collision detection cleaner is something I want to take a look at.</description>
		<content:encoded><![CDATA[<p>@Dr. Mike Reddy:  Thanks for the comment!  The NES is a lot of fun and I bet some of your students would get a kick out of programming for it.</p>
<p>You&#8217;re right, a relative hitbox would be better.  Nice find!</p>
<p>I&#8217;m not sure I understand exactly what you mean re: move checks.  By 8 bit do you mean 8 pixels?  The character sprite is 16&#215;32 pixels, but her hitbox is much smaller.  Metatiles are 16&#215;16 pixels, but are represented in RAM as bytes.  Could you elaborate more on your solution?  Anything that can make collision detection cleaner is something I want to take a look at.</p>
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		<title>Comment on Explorer: 7 &#8211; Sprite Time 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>Comment on Explorer: 7 &#8211; Sprite Time 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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		<title>Comment on Explorer: 10 &#8211; Sprite Collision by Dr. Mike Reddy</title>
		<link>http://www.tummaigames.com/blog/2009/07/29/explorer-10-sprite-collision/comment-page-1/#comment-516</link>
		<dc:creator>Dr. Mike Reddy</dc:creator>
		<pubDate>Mon, 10 May 2010 10:01:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=166#comment-516</guid>
		<description>Fascinating site, and an excellent resource for me and my students - I teach games programming and have wanted to do some low-level 8 bit stuff for a while to &quot;expand their horizons&quot; :-) - but one thing (er, two, actually):

Wouldn&#039;t a relative hit box be slightly better. By that I mean, storing the jump from sprite X/Y to the corner, then to the next, and so on, rather than all hit box coordinates being relative to the sprite X/Y. It would mean less fetching of the sprite location each time. And wouldn&#039;t checks on whether the sprite was safe to move be checkable by the sprite X/Y or at least the lowest couple of bits. I&#039;m assuming that you are using 8 bit tiles and an 8 bit wide character. Only when the sprite X/Y was outside a user defined central box would it be necessary to check for collision. Of course, if you are using a character that is n*8 bits wide it could be more complicated.</description>
		<content:encoded><![CDATA[<p>Fascinating site, and an excellent resource for me and my students &#8211; I teach games programming and have wanted to do some low-level 8 bit stuff for a while to &#8220;expand their horizons&#8221; :-) &#8211; but one thing (er, two, actually):</p>
<p>Wouldn&#8217;t a relative hit box be slightly better. By that I mean, storing the jump from sprite X/Y to the corner, then to the next, and so on, rather than all hit box coordinates being relative to the sprite X/Y. It would mean less fetching of the sprite location each time. And wouldn&#8217;t checks on whether the sprite was safe to move be checkable by the sprite X/Y or at least the lowest couple of bits. I&#8217;m assuming that you are using 8 bit tiles and an 8 bit wide character. Only when the sprite X/Y was outside a user defined central box would it be necessary to check for collision. Of course, if you are using a character that is n*8 bits wide it could be more complicated.</p>
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		<title>Comment on NES Birthday Card by WhatULive4</title>
		<link>http://www.tummaigames.com/blog/2010/03/16/nes-birthday-card/comment-page-1/#comment-272</link>
		<dc:creator>WhatULive4</dc:creator>
		<pubDate>Mon, 22 Mar 2010 14:29:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=233#comment-272</guid>
		<description>Thats awesome!  I&#039;m going to have to do this now. My wife would go CRAZY over this!</description>
		<content:encoded><![CDATA[<p>Thats awesome!  I&#8217;m going to have to do this now. My wife would go CRAZY over this!</p>
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		<title>Comment on NES Birthday Card by Peter</title>
		<link>http://www.tummaigames.com/blog/2010/03/16/nes-birthday-card/comment-page-1/#comment-263</link>
		<dc:creator>Peter</dc:creator>
		<pubDate>Tue, 16 Mar 2010 14:50:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=233#comment-263</guid>
		<description>Awesome!</description>
		<content:encoded><![CDATA[<p>Awesome!</p>
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		<title>Comment on Ramses Game: 3 &#8211; Monster Sequences by Kevin</title>
		<link>http://www.tummaigames.com/blog/2010/02/15/ramses-game-3-monster-sequences/comment-page-1/#comment-260</link>
		<dc:creator>Kevin</dc:creator>
		<pubDate>Sat, 13 Mar 2010 16:15:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=224#comment-260</guid>
		<description>That animation looks great man.  And the sound adds a lot!  I hope you get back to coding soon.</description>
		<content:encoded><![CDATA[<p>That animation looks great man.  And the sound adds a lot!  I hope you get back to coding soon.</p>
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