Search found 402 matches
- Tue Jan 23, 2007 12:40 pm
- Forum: Newbie Help Center
- Topic: I don't understand palletes and name and pattern tables.
- Replies: 29
- Views: 9943
- Tue Jan 23, 2007 12:27 pm
- Forum: Newbie Help Center
- Topic: I don't understand palletes and name and pattern tables.
- Replies: 29
- Views: 9943
- Tue Jan 23, 2007 12:12 pm
- Forum: Newbie Help Center
- Topic: I don't understand palletes and name and pattern tables.
- Replies: 29
- Views: 9943
Code: Select all
; load the palette into vram
lda #$3F
sta $2006
ldx #00
stx $2006
palloop: lda Palette,x
sta $2007
inx
cpx #$20
bne palloop
Code: Select all
; palette data
Palette: .incbin "Game.pal"
- Tue Jan 23, 2007 12:01 pm
- Forum: Newbie Help Center
- Topic: I don't understand palletes and name and pattern tables.
- Replies: 29
- Views: 9943
- Thu Dec 28, 2006 1:29 pm
- Forum: Newbie Help Center
- Topic: MMC3 -> MMC5
- Replies: 1
- Views: 1578
MMC3 -> MMC5
does the mmc5 irq counter function the same way as the mmc3? im interested in this because the mmc5 supports more sram then the mmc3, which is what i need. all other aspects of the mmc3 seem to fall within the capabilities of the mmc5. the game in question is tecmo super bowl which i believe has a T...
- Tue Oct 24, 2006 7:10 pm
- Forum: Newbie Help Center
- Topic: speeding up and slowing down
- Replies: 22
- Views: 8740
you should only add num_0 if the bit you are testing in num_1 is set. ldx num_1 lda num_0 multiply_again: dex beq multiply_end ; this branch only succeds when X == 0 adc num_0 ; so num_0 will just keep being added to itself jmp multiply_again multiply_end: sta product rts and also the carry is not b...
- Wed Sep 27, 2006 6:59 pm
- Forum: NESdev
- Topic: use the background or sprites?
- Replies: 12
- Views: 6956
I don't know how you'd code this animation, though. i have a variable that contains the frame index into the animation and the direction. the data for the animation is just an array of Y,T,A, and X values for each sprite of each frame. there are five in all which are then mirrored to go the other w...
- Tue Sep 26, 2006 7:18 pm
- Forum: NESdev
- Topic: use the background or sprites?
- Replies: 12
- Views: 6956
Re: use the background or sprites?
I can't think of anything else which would need sprites, since the crocodiles don't move. they actually use sprite because i may need them to move. i haven't decided if this is going to be a straight port or not. in which case i may need the extra sprites the vines use. Maybe it's one of the screen...
- Mon Sep 25, 2006 8:27 pm
- Forum: NESdev
- Topic: use the background or sprites?
- Replies: 12
- Views: 6956
use the background or sprites?
here is a picture:
problem.jpg
how does Harry get across the pit alive? any suggestions whether i should use the background or sprites to render the vine. i'm leaning more towards sprites, but i really don't want to waste them on a vine.
problem.jpg
how does Harry get across the pit alive? any suggestions whether i should use the background or sprites to render the vine. i'm leaning more towards sprites, but i really don't want to waste them on a vine.
- Thu Aug 24, 2006 8:19 pm
- Forum: General Stuff
- Topic: Surviving triple distraction?
- Replies: 23
- Views: 9550
- Fri Jul 14, 2006 5:34 pm
- Forum: NESdev
- Topic: New Game Development / Programmers Wanted
- Replies: 10
- Views: 6130
About map editors, I've done all my maps on paper first and then with all .db. Mabe not the most optimal way, but it works pretty fine for me since I know in wich format they are stored. I'd have not a single idea how to write an editor with Visual C++ or something... i did that for map data up unt...
- Tue Jun 27, 2006 6:36 pm
- Forum: Newbie Help Center
- Topic: Displaying Multiple Sprites
- Replies: 17
- Views: 7059
DMA writes 255 bytes whether all are being used or not. so it still writes repetive zeros. you need to either: 1. set tile $00 in the sprite pattern table to be blank so that all the unused sprites are blank by default or 2. set the tile data of each unused sprite in the DMA to whatever tile in your...
- Tue Jun 13, 2006 6:42 pm
- Forum: Newbie Help Center
- Topic: How To Make A NES Rom
- Replies: 11
- Views: 7432
here's a list of opcodesIs there some sort of link to the actual language to use?
http://www.6502.org/tutorials/6502opcodes.html
- Wed Jun 07, 2006 6:00 am
- Forum: Newbie Help Center
- Topic: How To Make A NES Rom
- Replies: 11
- Views: 7432
- Sat Jun 03, 2006 5:19 pm
- Forum: General Stuff
- Topic: assembler labels
- Replies: 10
- Views: 5044
ok i get it. so if an opcode outside of a any code block references a label on the inside of a code block, it should generate an error. whereas if an opcode on the inside of a block references a label not in any code block(global varaible so to speak), it would be in its scope? edit: not using any a...