Search found 114 matches

by Dafydd
Fri Feb 22, 2013 9:24 am
Forum: Newbie Help Center
Topic: Universal background color
Replies: 50
Views: 11442

Re: Universal background color

Didn't help, but thanks anyway :)
by Dafydd
Fri Feb 22, 2013 8:40 am
Forum: Newbie Help Center
Topic: Universal background color
Replies: 50
Views: 11442

Universal background color

I've been trying to get started with the very most basic PPU programming. I took Blargg's simple demo (the one that just powers up the PPU and then plays a single note of sound) and added lda #$1e ; turn rendering on sta $2001 lda #$11 ; set universal background color to some kind of blue sta $3F00 ...
by Dafydd
Sun Feb 05, 2012 11:48 am
Forum: Newbie Help Center
Topic: .segment, CA65/CC65
Replies: 12
Views: 5744

I seem to remember that the VECTORS segment of the included linker script appears to point to $FFF4 or the like for some reason. I gave my entire cc65 folder a search for fff4 and found nothing. I did find this line in ld65.exe, however: ROMV: start = $fff6, size = $c, file = %O, fill = yes; Doesn'...
by Dafydd
Sun Feb 05, 2012 7:11 am
Forum: Newbie Help Center
Topic: .segment, CA65/CC65
Replies: 12
Views: 5744

Ah, right. I do remember reading something about this earlier, now that you mention it. Thanks!
by Dafydd
Sun Feb 05, 2012 6:54 am
Forum: Newbie Help Center
Topic: .segment, CA65/CC65
Replies: 12
Views: 5744

.segment, CA65/CC65

I don't remember where I found it, but I'm looking at a .asm file that's essentially a hello world program, and it raises a number of questions for a noob like me, despite consisting mostly of comments and very little code. 1. The beginning of the file has hardly any comments. .segment "HEADER&...
by Dafydd
Wed Mar 24, 2010 8:53 am
Forum: Newbie Help Center
Topic: Understanding the layout of a rom.
Replies: 21
Views: 5449

And I very much appreciate it. Keep up the good work.
by Dafydd
Wed Mar 24, 2010 8:41 am
Forum: Newbie Help Center
Topic: Understanding the layout of a rom.
Replies: 21
Views: 5449

I'm finding it a little confusing trying to piece together my understanding of everything from different sources, which always seem to assume or leave out little details that would make it sooo much easier. Quoted for emphasis. Good thing this forum exists. Though when I first came here, EVERYONE w...
by Dafydd
Sun Mar 21, 2010 5:53 am
Forum: Newbie Help Center
Topic: understanding 8x16 sprites
Replies: 15
Views: 12336

I see. Thanks!
by Dafydd
Sun Mar 21, 2010 4:20 am
Forum: Newbie Help Center
Topic: understanding 8x16 sprites
Replies: 15
Views: 12336

You can't rotate an 8x16 sprite so it's 16x8, and put such rotated sprites side by side to overcome the 8 sprite scanline limitation, can you? Would be pretty awesome if you could.
by Dafydd
Wed Mar 17, 2010 6:18 pm
Forum: Newbie Help Center
Topic: Help! Specific questions on scrolling, nametables, mirroring
Replies: 27
Views: 9463

Sure, true multi-directional scrolling would be even more difficult, but scrolling only in one direction at a time (as in Mega Man) though switching while the game is running, would have been possible without a mapper then. Forget it, there are mappers to solve it, I just thought it was weird they d...
by Dafydd
Wed Mar 17, 2010 12:47 pm
Forum: Newbie Help Center
Topic: Help! Specific questions on scrolling, nametables, mirroring
Replies: 27
Views: 9463

Oh. Ok, well, I meant as an original setting. You wouldn't need any extra memory to pull it off, nor any mapper to change the mirror setting while the game is running. Well, you do, since it's not one of the original settings, but it COULD have been.
by Dafydd
Wed Mar 17, 2010 12:14 pm
Forum: Newbie Help Center
Topic: Help! Specific questions on scrolling, nametables, mirroring
Replies: 27
Views: 9463

Thanks for all the input, guys, though I have to admit you are a little over my head right now... haha :) Shame there's no diagonal mirroring mode, so that 2000 is in 200C and 2004 is in 2008. I'm using a PowerPak, so I can use a mapper if I want to, I just wanted to know how to do this stuff withou...
by Dafydd
Tue Mar 16, 2010 3:59 pm
Forum: Newbie Help Center
Topic: Help! Specific questions on scrolling, nametables, mirroring
Replies: 27
Views: 9463

Right, well, the kind of effect created in Mega Man is exactly what I wanted to achieve. So this is what MMC1 does, too?

EDIT: Ah, yes it is. Cool.
by Dafydd
Tue Mar 16, 2010 3:38 pm
Forum: Newbie Help Center
Topic: Help! Specific questions on scrolling, nametables, mirroring
Replies: 27
Views: 9463

Thanks for clearing that up, all of you. Re-reading my first post now I had a lot of things backwards, and I'm glad I'm finally getting on the right track here. Ok, since it does wrap around, then, yeah, it makes sense to keep scrolling to the right and only replace $2000. Good idea. Thanks for all ...
by Dafydd
Tue Mar 16, 2010 3:08 pm
Forum: Newbie Help Center
Topic: Help! Specific questions on scrolling, nametables, mirroring
Replies: 27
Views: 9463

Thanks for your help. Ok, so A10 and A11 are not registers. Thanks for pointing that out. Also thanks for correcting me about the number of a bits used to set the scrolling - I got confused reading about $2006 which has 5 bits for tile offsets, but which are not used for scrolling... I think I under...