Search found 7 matches

by Xeraster
Fri Sep 22, 2017 9:09 am
Forum: SNESdev
Topic: [SNES developer noob] Help me understand how sprites work
Replies: 20
Views: 8837

Re: [SNES developer noob] Help me understand how sprites wor

I sort of got it to work by just putting a crap ton of sprites on one single tilemap and loading that ONE sprite tilemap into VRAM. Then and only then will it let me use those using byte 3 of the low table. It works OK except I can't have more sprites than will fit in one rom bank. I think I read so...
by Xeraster
Mon Sep 18, 2017 6:02 pm
Forum: SNESdev
Topic: [SNES developer noob] Help me understand how sprites work
Replies: 20
Views: 8837

Re: [SNES developer noob] Help me understand how sprites wor

Are you sure? Byte 3, or the one that is in the cccc cccc format, points to which tile of the sprite to use from my understanding of it. If I start changing values of the 3rd byte, it just cycles through tiles. I mean I didn't just type in every value from 0 - 255 but it's like, in increments of #$4...
by Xeraster
Sun Sep 17, 2017 11:41 am
Forum: SNESdev
Topic: [SNES developer noob] Help me understand how sprites work
Replies: 20
Views: 8837

Re: [SNES developer noob] Help me understand how sprites wor

Yeah you're right. I got a second sprite to display by changing Spritebuff2 (aka $0600) from #$54 to #$50. So instead of it being equal to #%01010100, it's now #%01010000. I guess I forgot how binary worked for a minute which is why I couldn't figure out what exactly was going on with this part. I e...
by Xeraster
Sat Sep 16, 2017 4:57 pm
Forum: SNESdev
Topic: So, i've set myself a challenge...
Replies: 5
Views: 3318

Re: So, i've set myself a challenge...

This is one of those things that will leave people thinking "wow them hackers were too preoccupied with whether or not they could, that they didn't stop to think about whether or not they should"

But this is awesome though keep it up.
by Xeraster
Sat Sep 16, 2017 3:03 pm
Forum: SNESdev
Topic: [SNES developer noob] Help me understand how sprites work
Replies: 20
Views: 8837

Re: [SNES developer noob] Help me understand how sprites wor

This does the actual DMA transfer to OAM. See the value that's getting stored in $4302? That's the address in main RAM of what gets sent to OAM. In this example it's hardcoded to 0x400. I'm not sure why. It's probably an error in the example. It should probably refer to the SpriteBuf variable label...
by Xeraster
Wed Sep 13, 2017 5:58 pm
Forum: SNESdev
Topic: [SNES developer noob] Help me understand how sprites work
Replies: 20
Views: 8837

Re: [SNES developer noob] Help me understand how sprites wor

I suggest studying the OAM layout - you can find it here: https://wiki.superfamicom.org/snes/show/Sprites In short, you should have a section of RAM that represents what you want the contents of OAM to be, and then during NMI/Vblank (or force blank, where the display is turned off) you upload that ...
by Xeraster
Tue Sep 12, 2017 4:54 pm
Forum: SNESdev
Topic: [SNES developer noob] Help me understand how sprites work
Replies: 20
Views: 8837

[SNES developer noob] Help me understand how sprites work

So I'm new to snes homebrew but I know how to program somewhat well. So anyway, I've been sort of crapping around with SNES code in order to build my understanding of how this works and possibly eventually make my own game for lulz (Flappy Bird, anyone?) There's a lot of helpful stuff on the superfa...