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| author | Miquel Sabaté Solà <mikisabate@gmail.com> | 2025-04-01 21:19:45 +0200 |
|---|---|---|
| committer | Miquel Sabaté Solà <mikisabate@gmail.com> | 2025-04-02 21:23:51 +0200 |
| commit | 88728b89fed87326dae23619e2e93d4bd060a3ea (patch) | |
| tree | 4c1bf3af96e1e1ea200f9e5c08e3a672f5c4fe54 /CONTRIBUTING.md | |
| parent | 2f140cfb7ea73e631fce086327bcb3a674758b0e (diff) | |
| download | jetpac.nes-88728b89fed87326dae23619e2e93d4bd060a3ea.tar.gz jetpac.nes-88728b89fed87326dae23619e2e93d4bd060a3ea.zip | |
Adapt velocity constants for PAL
In 2f140cfb7ea7 ("player: First PAL implementation") the rate of
acceleration was adapted for PAL. Now the values for velocities have
been adapted as well, in a way that we get (virtually) the same
experience in PAL and in NTSC.
This has been done by moving the velocity constants into configurable
values, which are then picked up by a new bin/values.rb script. This
script allows us to write the constants in plain floating point numbers,
does the conversion to fixed point numbers as expected, and it also does
the same for PAL by applying the proper NTSC to PAL conversion.
As a cherry on top, some values have also been tuned to match the
original game more closely, even if some more fine tuning might still be
needed here and there.
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
Diffstat (limited to 'CONTRIBUTING.md')
| -rw-r--r-- | CONTRIBUTING.md | 20 |
1 files changed, 17 insertions, 3 deletions
diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md index c70602d..215034b 100644 --- a/CONTRIBUTING.md +++ b/CONTRIBUTING.md @@ -1,8 +1,10 @@ ## Why? -Do you want to fix an error you have found? Do you know a way to improve my -6502-fu or do you know a technique on NES/Famicom development that might help -here? I am open for discussion and welcome any help! +- You want to make a suggestion on something that could be improved. +- You want to report a bug, something that doesn't work as expected. +- You know of a sick 6502 assembly technique that could be applied. + +I am open for discussion and welcome any help! ## How? @@ -35,6 +37,18 @@ In order to test your changes, I'd go this way: 3. Run the ROM that was produced with an emulator of your choosing. Make sure that things run as expected. +### Customizing the build process + +You can pass the following arguments to `make`: + +- `CC65`: the compiler to use (defaults to `cl65`). +- `CCOPTS`: the options to use for the compiler (defaults to `--target nes`). +- `RUBY`: the ruby to use (defaults to `ruby`). + +Note that you can also set `DEBUG=1`, and with that you will pass sobre extra +debugging options, like telling `cl65` to also output a `out/labels.txt` file +with memory address on the symbols that have been evaluated. + ## Modifying assets I am using [NEXXT studio 3](https://frankengraphics.itch.io/nexxt) for managing |
