Search found 29 matches
- Fri Apr 14, 2006 9:55 am
- Forum: Newbie Help Center
- Topic: Scrolling and indirect addressing
- Replies: 10
- Views: 6479
- Fri Apr 14, 2006 9:20 am
- Forum: Newbie Help Center
- Topic: Scrolling and indirect addressing
- Replies: 10
- Views: 6479
thx, I already thought it was that rom/ram difference. But why doesn't nesasm warn me while assembling when I write values to ram when they won't be in the rom image? The sinwave is really wrong, but i don't know how to calculate the values I need. I've just written a small c++ prog with a for-loop ...
- Thu Apr 13, 2006 12:46 pm
- Forum: Newbie Help Center
- Topic: Scrolling and indirect addressing
- Replies: 10
- Views: 6479
Thanks, that's very kind that you'll be looking at the whole code, thought first it would be too big to post here (didn't want to spam) .inesprg 1 ; one (1) bank of program code .ineschr 1 ; one (1) bank of picture data .inesmap 0 ; we use mapper 0 .inesmir 1 ; Mirror setting always 1. .bank 1 ; fol...
- Thu Apr 13, 2006 12:21 pm
- Forum: Newbie Help Center
- Topic: Scrolling and indirect addressing
- Replies: 10
- Views: 6479
- Thu Apr 13, 2006 11:27 am
- Forum: Newbie Help Center
- Topic: Scrolling and indirect addressing
- Replies: 10
- Views: 6479
Scrolling and indirect addressing
Greets, I want to write some small sine-scrolling demo, for which I calculated the sine-values with a small c++ program (the values look strange to me...) and pasted them into a value in bank 0. First, the values were to many to fit in one .db so I used three lines of .db to store the values in. Whe...
- Sun Jul 17, 2005 11:25 am
- Forum: Newbie Help Center
- Topic: Backgrounds' Position #2
- Replies: 5
- Views: 4914
Backgrounds' Position #2
I had a headcrash some time again and therefore had to rewrite most of my games' code. I want to make my score-counter to be made of background-tiles again and again I get a messed up screen. ;load the titlescreen background ;turn screen on ;wait for start-key to be pressed lda #0 sta $2001 ;load in...
- Sun Apr 10, 2005 2:36 pm
- Forum: Newbie Help Center
- Topic: Color Cylcle / Altering palette while program running
- Replies: 13
- Views: 8953
OK, the .incbin'd testpal is only used for copying it's content into the buffer. As you said, the starting values have to be in ROM, so I asume I can still incbin a file. I think I can just load the palette while NMI and remove the palette loading routine at the beginning of the code. But when I do ...
- Sun Apr 10, 2005 1:53 pm
- Forum: Newbie Help Center
- Topic: Color Cylcle / Altering palette while program running
- Replies: 13
- Views: 8953
- Sun Apr 10, 2005 12:52 pm
- Forum: Newbie Help Center
- Topic: Color Cylcle / Altering palette while program running
- Replies: 13
- Views: 8953
Can I .incbin my old palette file in RAM and alter it? I did so, but the palette does not change. Perhaps my cycle routine is wrong. mainloop: lda Timer cmp #60 bne mainloop ldx #0 lda testpal, x cycleloop: inx ldy testpal, x sta testpal, x tya cpx #15 bne cycleloop infin: jmp mainloop This should j...
- Sun Apr 10, 2005 7:05 am
- Forum: Newbie Help Center
- Topic: MMC5's capabilities
- Replies: 11
- Views: 9952
- Sun Apr 10, 2005 6:40 am
- Forum: Newbie Help Center
- Topic: Color Cylcle / Altering palette while program running
- Replies: 13
- Views: 8953
Code: Select all
init_screen:
lda #%00001000
sta $2000
lda #%00011110
sta $2001
rtsWhere in RAM is the zeropage?
- Sun Apr 10, 2005 5:40 am
- Forum: Newbie Help Center
- Topic: Color Cylcle / Altering palette while program running
- Replies: 13
- Views: 8953
Color Cylcle / Altering palette while program running
I wanted to change the palette in a given interval to do some color cylcling. Though I don't know wheter my cycle routine works or not I just copied the palette loading routine from the beginning of the program to be executed on every 60th vBlank. Of course I turned off the screen before writing the...
- Sun Jan 09, 2005 3:53 pm
- Forum: SNESdev
- Topic: Making Your First SNES ROM
- Replies: 4
- Views: 7774
I've downloaded the starter kit too, seems to be pretty handy, especially the pcx converter. But I didn't do much assembler yet and although the code is well commented, I cannot really use it to start snesdeving with. Isn't there some more basic tutorial without extern assembler files which really d...
- Sun Jan 09, 2005 7:09 am
- Forum: Newbie Help Center
- Topic: Big Background
- Replies: 21
- Views: 14588
It worked! Thanks a lot! Now with Mapper 3 do I still have to use the sprite 0 trick? If yes, please explain Quietust's code once more: I know that the code to switch between banks in one frame has to be somewhere in the wait-for-vBlank loop. Why is he using a subroutine? And how do I put sprite 0 i...
- Tue Jan 04, 2005 3:30 pm
- Forum: Newbie Help Center
- Topic: Big Background
- Replies: 21
- Views: 14588