Search found 402 matches

by never-obsolete
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

attribute tables allow you to change where portions of your background get their colors from.
by never-obsolete
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

i don't see the problem, your palette is loaded correctly. two things i see in your code:

1. you don't wait for the ppu to "warm up" before writing to vram
2. you don't disable bkg/spr rendering before you write the palette into vram
by never-obsolete
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"
verbatim from my Pitfall! port
by never-obsolete
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

If yes, then why the hell i need the .pal file? you don't have to use external files for data, it just leaves less clutter in your source. I didn't understand a word you said now ;p all those ... lda #$xx sta $2007 ... execute faster then a loop, but waste space. i believe that is what he meant.
by never-obsolete
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...
by never-obsolete
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...
by never-obsolete
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...
by never-obsolete
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...
by never-obsolete
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.
by never-obsolete
Thu Aug 24, 2006 8:19 pm
Forum: General Stuff
Topic: Surviving triple distraction?
Replies: 23
Views: 9550

not being able to use the ac would kill me. the high in arizona right now is usually 105-112 degrees and even at night its still pretty damn hot.

my biggest problem is i have a milk crate for a chair and sitting on if for exteded periods is painfull. especially when sitting in front of a computer.
by never-obsolete
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...
by never-obsolete
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...
by never-obsolete
Tue Jun 13, 2006 6:42 pm
Forum: Newbie Help Center
Topic: How To Make A NES Rom
Replies: 11
Views: 7432

Is there some sort of link to the actual language to use?
here's a list of opcodes

http://www.6502.org/tutorials/6502opcodes.html
by never-obsolete
Wed Jun 07, 2006 6:00 am
Forum: Newbie Help Center
Topic: How To Make A NES Rom
Replies: 11
Views: 7432

well i learned assembly from a text book, so i can't help you there. if you can get ahold of "Programming the 6502" by Rhodny Zaks, there's a start.
by never-obsolete
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...