Search found 402 matches

by never-obsolete
Sat Apr 15, 2006 3:25 am
Forum: Newbie Help Center
Topic: chr to.db????
Replies: 23
Views: 9319

my suggestion would be to learn more about how the 6502 works and then move to the nes specific concepts
by never-obsolete
Fri Apr 14, 2006 9:52 pm
Forum: Newbie Help Center
Topic: chr to.db????
Replies: 23
Views: 9319

how familiar are u with 6502 assembly?
by never-obsolete
Fri Apr 14, 2006 2:19 pm
Forum: Newbie Help Center
Topic: chr to.db????
Replies: 23
Views: 9319

the name table to write to is specified via writes to $2006. lda $2002 lda #$20 sta $2006 lda #$00 sta $2006 change the high byte to $24, $28, or $2C for the other tables, but keep in mind mirroring is also in effect. If i opened up the .chr file and .dat would they look the same. what makes them so...
by never-obsolete
Fri Apr 14, 2006 1:56 pm
Forum: Newbie Help Center
Topic: chr to.db????
Replies: 23
Views: 9319

an extension is just a tool to help identify whats in a file. i myself wouldn't use the .chr extension on name table data, just to avoid confusion, but you are free to. i chose the .dat extension as an example.

just realize that the extension is not the important part, its what the data represents.
by never-obsolete
Fri Apr 14, 2006 1:21 pm
Forum: Newbie Help Center
Topic: chr to.db????
Replies: 23
Views: 9319

first you'll need 2 bytes labeled 'addrLO' and 'addrHI' in zp for indirect,y addressing. ; somewhere in code ; load the destination in vram lda $2002 lda #$20 sta $2006 lda #$00 sta $2006 ; load the destination of the name table lda #low(nametable) sta addrLO lda #high(nametable) sta addrHI jsr SubL...
by never-obsolete
Fri Apr 14, 2006 12:24 am
Forum: Newbie Help Center
Topic: Pattern Table Tile Numbers????
Replies: 5
Views: 3429

are you asking how to draw to a specific point on the screen or how to draw a specific tile
by never-obsolete
Wed Apr 12, 2006 1:32 pm
Forum: Newbie Help Center
Topic: Attempting "Programming that 8-bit beast of power, the
Replies: 10
Views: 5881

post something with a little more detail because there could be many things.
by never-obsolete
Wed Apr 12, 2006 1:27 pm
Forum: NESemdev
Topic: palette mirroring
Replies: 4
Views: 3326

correct me if i'm wrong but the palette consists of $20 entries. eight of those are mirrors of color 0 starting at $3F00 and its the every 4th one. half the palette is used for drawing sprites and the other half is for backgrounds. the whole $20 byte palette is mirrored many times in PPU address spa...
by never-obsolete
Mon Apr 10, 2006 12:52 pm
Forum: NESdev
Topic: banking system
Replies: 13
Views: 7187

the problem was i over-complicated the situation. after sleeping for awhile i now have a better idea as to handleing the labels.
by never-obsolete
Mon Apr 10, 2006 12:32 am
Forum: NESdev
Topic: banking system
Replies: 13
Views: 7187

i've got the bank system figured out and now i have to get the labels working correctly and i'll have a functioning assembler. the biggest problem is with zero page.
by never-obsolete
Sun Apr 09, 2006 4:56 pm
Forum: NESdev
Topic: banking system
Replies: 13
Views: 7187

now what if there is only one 16k bank at $8000, it would get loaded into $8000 and $C000...correct? therefore forcing to start at $FFFA wouldn't make much sense seing how the bank would stop at $BFFF. should i auto-detect that and switch the vector table to $BFFA, so when the rom is loaded the vect...
by never-obsolete
Sun Apr 09, 2006 1:50 am
Forum: NESdev
Topic: banking system
Replies: 13
Views: 7187

how do those assemblers handle interrupt vectors
by never-obsolete
Fri Apr 07, 2006 8:19 pm
Forum: NESdev
Topic: banking system
Replies: 13
Views: 7187

banking system

what would be the better option: 1. use a banking scheme similar to nesasm but more robust, where the assembler takes care of writing the prg and chr banks in the correct order 2. writing a seperate program that reads in a seperate text file which contains the header and the order of the banks. then...
by never-obsolete
Fri Apr 07, 2006 6:35 pm
Forum: Newbie Help Center
Topic: quick 6502 questions
Replies: 13
Views: 6733

For the nes thats true, but the people who wrote the nes games we all love probably wrote software before, for other systems using a 65xx processor and possibly out of habit set it to a known value. Even though it doesn't matter. That would be my best guess.
by never-obsolete
Fri Apr 07, 2006 5:53 pm
Forum: Newbie Help Center
Topic: quick 6502 questions
Replies: 13
Views: 6733

I always thought is was to set the flag to a known state, err thats what i do it for anyways.