Search found 311 matches
- Tue Jan 06, 2009 9:17 pm
- Forum: NESdev
- Topic: Writing pattern tables / tile data
- Replies: 19
- Views: 6708
- Tue Jan 06, 2009 5:17 pm
- Forum: NESdev
- Topic: NES Dev Collaborative Fighting Game
- Replies: 121
- Views: 43152
- Tue Jan 06, 2009 6:04 am
- Forum: NESdev
- Topic: NES Dev Collaborative Fighting Game
- Replies: 121
- Views: 43152
Bergalad, I think that that type of conversion, at least the example you posted, looks too much like monochrome. Celius: About palettes, you're right I used too many palettes. But I think now, that we could use up to 2 palettes for each character, because you know there won't be more than two fighte...
- Tue Jan 06, 2009 3:19 am
- Forum: NESdev
- Topic: NES Dev Collaborative Fighting Game
- Replies: 121
- Views: 43152
Just a rough draft. It lacks some detail as UncleSporky noted. But hey, he has clothes on. The pants could have some shade of gray. not the jacket though, as it has a lot of skin surrounding it. Hey it's a lot of work making pixel art with 3 colors. http://img360.imageshack.us/img360/1115/ryunesov1....
- Mon Jan 05, 2009 11:29 am
- Forum: NESdev
- Topic: Writing pattern tables / tile data
- Replies: 19
- Views: 6708
My sympathies. I'm curious to see how well it works out, honestly. I always thought C would be too high level to have practical application on the NES, but you never know. I'm really glad you're trying it out and sticking with it. Maybe when you're done you can write like a FAQ or tutorial or somet...
- Mon Jan 05, 2009 8:41 am
- Forum: NESdev
- Topic: Writing pattern tables / tile data
- Replies: 19
- Views: 6708
Well now I see the $5 offset is 1, CHR-ROM, that's why good emulators return zeros. Ok I'll have to find out how to control the iNES header, or how to put info to ROM in c. Ok thanks for the explanation on $4014. You totally convinced me. Yes I tried FCEUXD and tiles don't show up, but now I know th...
- Sun Jan 04, 2009 8:52 pm
- Forum: NESdev
- Topic: Writing pattern tables / tile data
- Replies: 19
- Views: 6708
Sorry, PMP is portable media player, it's an MP4 player with NES ( not 100% accurate ) emulation. SO How do I decide to have or not to have CHR-RAM ? 1) ok, I'll try that. 2) Yes I did, and on the PMP the sprite shows with the same colours of the demo where I copied the code, so I'm pretty sure the ...
- Sun Jan 04, 2009 6:27 pm
- Forum: NESdev
- Topic: Writing pattern tables / tile data
- Replies: 19
- Views: 6708
Thanks! I just missed that in the NES docs. Well, then after the code I pasted above, there's this: // load sprite 0 data addr(0x2003) = 0; // sprite index addr(0x2004) = 10; // sprite x addr(0x2004) = 1; // tile index addr(0x2004) = 0; // attributes addr(0x2004) = 10; // sprite y // enable graphics...
- Sun Jan 04, 2009 5:02 pm
- Forum: NESdev
- Topic: Writing pattern tables / tile data
- Replies: 19
- Views: 6708
Writing pattern tables / tile data
Now I'm following NES 101 to make some graphics. I managed to get the palette info on VRAM. But then I try to write some tiles to VRAM $1000 and then read them back to test if all went ok, the following happens: - on most emulators, only zeros come out. - on Jnes the info that was written appears wh...
- Sat Jan 03, 2009 1:22 pm
- Forum: NESdev
- Topic: Hooking a function to NMI in c (cc65)
- Replies: 1
- Views: 1686
Hooking a function to NMI in c (cc65)
Hi, I'm trying to hook my func() to the NMI interrupt. I know I can detect vertical blanks in other ways, but I'd like to know if I can do it this way. Does someone know if this is possible in c? Am I doing something wrong? I wrote this code, but counter doesn't ever get incremented. The commented l...
- Sat Jan 03, 2009 12:58 pm
- Forum: NESdev
- Topic: NES Dev Collaborative Fighting Game
- Replies: 121
- Views: 43152
- Thu Jan 01, 2009 3:59 pm
- Forum: GBDev
- Topic: GameBoy Development?
- Replies: 41
- Views: 32179
- Thu Jan 01, 2009 12:55 pm
- Forum: NESdev
- Topic: [APU-sound] frequency in registers $4002 and $4003 problem
- Replies: 4
- Views: 2503
- Thu Jan 01, 2009 12:32 pm
- Forum: NESdev
- Topic: [APU-sound] frequency in registers $4002 and $4003 problem
- Replies: 4
- Views: 2503
- Thu Jan 01, 2009 11:52 am
- Forum: NESdev
- Topic: [APU-sound] frequency in registers $4002 and $4003 problem
- Replies: 4
- Views: 2503
[APU-sound] frequency in registers $4002 and $4003 problem
Hi, I've wrote this routine to make a sound, following the various docs about the NES APU: // don't take it literally, it's part of a longer code. byte volume, length; word tone; addr( 0x4000 ) = 0x10 | ( 0xF & volume ); addr( 0x4002 ) = (byte) tone; addr( 0x4003 ) = ( length <<3 ) | ( tone >>5 ...