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dullahansoft.bsky.social
Dullahan Software
@dullahansoft.bsky.social
Official account for Dullahan Software. NES homebrew. https://nebsndebs.com/
It's my understanding that Maniac Mansion does something similar with coroutines and costumes. This makes certain things easier with timing since the animation and gameplay logic are decoupled.
July 10, 2025 at 8:27 PM
The change_costume macro is effectively inter-thread comm. to tell the costume to change to a different animation. In my NES game engine "veil engine" each actor gets 2 coroutines one for logic and the other a costume thread.
July 10, 2025 at 8:27 PM
The code shown previously was from the actor's coroutine. This has all the logic for physics and gameplay. There is another coroutine that is the costume thread.
July 10, 2025 at 8:27 PM
Yeah, with this I am using a jump table. So on the left is a CA65 enum with all the states (including transition states). The middle shows the jump code and part of the table, and then the last are all the subroutines that execute for each state.
July 9, 2025 at 11:55 PM
6502 assembly
July 9, 2025 at 5:03 AM
It does look like that. I use CA65 scopes to encapsulate data and subroutines like a class would.
May 16, 2025 at 5:16 PM
CA65
May 16, 2025 at 12:44 AM
although, after uploading with dropped frames of course you can barely tell....
May 8, 2025 at 9:17 PM