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journal:spring2019:dgreen16:week7 [2019/03/07 02:21] external edit
journal:spring2019:dgreen16:week7 [2019/03/12 11:41] (current)
dgreen16 [MONTH Day, YEAR]
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 =====comporg week7===== =====comporg week7=====
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-====MONTH DayYEAR====+====March 122019====
-Filler text- your entry goes here; remove ​this line to receive full credit.+Progress has been slower on the NES game in C and Assembly than I had at first expected. The issues facing my partner and I have been relatively unexpected. Due to hardware limitations,​ accessing an element in an array of structs, or an element in array of pointers within a struct is not possible and will cause the NES to hang at runtime. This means that many abstractions one can do to simplify the process have to be thrown out, and a lot more things have to be done manually. Our original goal was to loop through a list of structs, which represent objects in the game, and modify properties of it as necessary, but that is not possible in this case. The best solution we could have was to manually define each object and to use properties to define whether it was active or not. That had unintended consequences since we'd have to manually check for collisions with each and every other object, after checking whether both were active or not. My partner and I are working through that at the moment. Otherwise, development on the game is fine. I admittedly do like the challenges and figuring out solutions to these problems. But I'm sure that when I get into this as a career, deadlines and collaborative stress will make the problems much less enjoyable. Nonetheless,​ the work is still quite fun to me, and I have the patience to work through it. I really like dealing with things like this since each problem is like a puzzle that can be figured out with enough time and logic.
journal/spring2019/dgreen16/week7.txt · Last modified: 2019/03/12 11:41 by dgreen16