Search found 127 matches

by beneficii
Thu Jul 28, 2005 6:16 pm
Forum: NESdev
Topic: Level designing
Replies: 111
Views: 44117

Yeah, I wasn't trying to scroll. I am so bad at scrolling, it's embarrasing. I don't know too much about scrolling, and I will save that for a later day. But yes, I will send you my source, and we'll see what we can do, okay? okay. :) It's not that difficult. Just read from $2002, then the first wr...
by beneficii
Thu Jul 28, 2005 5:53 pm
Forum: NESdev
Topic: Level designing
Replies: 111
Views: 44117

I must speak up against this advice. For one -- setting the PPU address to $0001 (what you do in your example, Celius) will start rendering from the second column not the second row. That basically has the same effect as scrolling the screen left 8 pixels. For two -- this is exactly what $2005 is f...
by beneficii
Thu Jul 28, 2005 4:44 pm
Forum: NESdev
Topic: Level designing
Replies: 111
Views: 44117

Whoa, you can do that? so I could say this: lda $2002 lda #$00 sta $2006 lda #$01 sta $2006 to start at the second line of the name table? or just in the middle of the name table, or wherever it is. But I tried your suggestion, and it still only works on Jnes and (if you give an att's rass) Nesticl...
by beneficii
Thu Jul 28, 2005 4:01 pm
Forum: NESdev
Topic: Level designing
Replies: 111
Views: 44117

At the beginning of the NMI, try setting $2006 to $0000 like this: lda $2002 lda #$00 sta $2006 sta $2006 Essentially, on every NMI you'll want to set $2006 to the nametable you want to show minus $2000. Since you want to show the $2000 nametable, then you should put it as $0000. If you wanted to sh...
by beneficii
Thu Jul 28, 2005 3:36 pm
Forum: NESdev
Topic: Level designing
Replies: 111
Views: 44117

Celius wrote:Yeah it looked more like the maze than it did before. At first it was just glitchy flashing screen type things happening, but I actually see it helped a bit, but not completely, if that makes any sense.
What do you do on the NMI? Is your NMI turned on?
by beneficii
Thu Jul 28, 2005 2:56 pm
Forum: NESdev
Topic: Level designing
Replies: 111
Views: 44117

Ohh, I think I get it. Well, it was a little more reliable, but I think I would be better off making my own level editor. That's going to take a while. i think I will try and make a level editor that writes to all name tables instead of just one. And maybe I'll have a scanline sort of thing where w...
by beneficii
Thu Jul 28, 2005 2:55 pm
Forum: NESdev
Topic: Level designing
Replies: 111
Views: 44117

doing a $2002 read resets the ppu write toggle (so the next write to $2005/6 will be the first write -- not the second write). That's the point he was trying to make. The value read from $2002 doesn't really matter here (and so it can be discarded with the following LDA). Example: LDX #$20 LDY #$00...
by beneficii
Thu Jul 28, 2005 2:11 pm
Forum: NESdev
Topic: Level designing
Replies: 111
Views: 44117

beneficii wrote: lda $2002 lda #$20 sta $2006 lda #$00 sta $2006 uhh, when you lda twice in a row, doesn't it just skip what you previously loaded? when you loaded $2002, you loaded #$20 right after it, so wouldn't that just skip $2002? :| It will, because the value of $2002 at that point is unimpo...
by beneficii
Thu Jul 28, 2005 12:36 pm
Forum: NESdev
Topic: Level designing
Replies: 111
Views: 44117

Delete nesticle. Now. Nintendulator is the only emulator you should ever be worried about. Junk Demo was made before almost anybody had access to hardware devkits and should not be relied upon as a good example. That's not quite true, at least not for me. Nintendulator is very accurate (except rega...
by beneficii
Thu Jul 28, 2005 12:31 pm
Forum: NESdev
Topic: Level designing
Replies: 111
Views: 44117

It looks like your problem is that you did not read from $2002 before writing to $2006. Remember, ALWAYS READ FROM $2002 BEFORE WRITING TO $2005/$2006! READING FROM $2002 RESETS $2005/$2006 TO THE HIGH BYTE, SO YOU CAN RELIABLY WRITE TO THEM! NESticle is very forgiving about forgetting to do this, m...
by beneficii
Thu Jul 28, 2005 6:29 am
Forum: NESdev
Topic: Level designing
Replies: 111
Views: 44117

Well, that would be nice, but I would prefer not to have to .incbin so many files. Do you know a method they use in games such as smb1? That method has to be reliable, and they don't have to incbin anything. I should go study that code right now. Actually, they probably .incbinned a whole bunch. Yo...
by beneficii
Thu Jul 28, 2005 6:20 am
Forum: Newbie Help Center
Topic: Easiest mappers to program for
Replies: 5
Views: 4574

Try the MMC3 mapper. It lets you use IRQs for things like split-screen scrolling. You also get easy initialization and bank switching.
by beneficii
Sun Jul 24, 2005 7:24 pm
Forum: NESemdev
Topic: Any games out there attempt to write to VROM?
Replies: 9
Views: 6274

tepples wrote:Some of the later NES games may write to VROM for copy protection purposes: if a write takes, then the game must be an illegal copy. Earthbound is pretty heavily protected.
I'm sorry?
by beneficii
Tue Jul 19, 2005 9:52 pm
Forum: NESemdev
Topic: can not read 2C02 technical reference
Replies: 17
Views: 10977

Anonymous wrote:i dont have dos

i dont have notepad
Well, surely you have some sort of text editor?
by beneficii
Fri Jul 15, 2005 5:01 pm
Forum: NESemdev
Topic: Serious Issue With FCEU and Its Derivatives (e.g. FCEUXD)
Replies: 4
Views: 4177

OK! Thanks you guys! Quietust, I hope you've implemented that. ^_^ In fact, I think this program will serve as a good example of split-screen scrolling. I do timing and everything. Let me do a little cleaning up of it, then I'll post a good copy of it on-site for whoever wants to try split-screen sc...