Search found 311 matches

by Petruza
Tue Jan 06, 2009 9:17 pm
Forum: NESdev
Topic: Writing pattern tables / tile data
Replies: 19
Views: 6708

Yay! I managed to compile the nes library for cc65 with CHR-RAM instead of ROM :D Happy, happy me :!:
by Petruza
Tue Jan 06, 2009 5:17 pm
Forum: NESdev
Topic: NES Dev Collaborative Fighting Game
Replies: 121
Views: 43152

hey I can't vote. Is the poll closed?
by Petruza
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...
by Petruza
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....
by Petruza
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...
by Petruza
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...
by Petruza
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 ...
by Petruza
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...
by Petruza
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...
by Petruza
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...
by Petruza
Sat Jan 03, 2009 12:58 pm
Forum: NESdev
Topic: NES Dev Collaborative Fighting Game
Replies: 121
Views: 43152

Hi, sorry for not helping the continuity of this thread, but, I'm a c programmer and cannot help very much with asm coding, but I can contribute with pixel art.
Hope to see this project realized.
by Petruza
Thu Jan 01, 2009 3:59 pm
Forum: GBDev
Topic: GameBoy Development?
Replies: 41
Views: 32179

Yeah, after all, it's still nintendo, it's still retro. :D
1 vote for the GB sub-forum :!:
by Petruza
Thu Jan 01, 2009 12:55 pm
Forum: NESdev
Topic: [APU-sound] frequency in registers $4002 and $4003 problem
Replies: 4
Views: 2503

That was it. Thanks!
by Petruza
Thu Jan 01, 2009 12:32 pm
Forum: NESdev
Topic: [APU-sound] frequency in registers $4002 and $4003 problem
Replies: 4
Views: 2503

Of course! silly of me. 8!
Thanks! works great.

PS: surprisingly, this works great in jNES, but my PMP only sounds when this value is less than or equal to 1023, so it only makes a sound when bit 2 of $4003 is 0.
by Petruza
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 ...