Search found 91 matches
- Tue Nov 19, 2013 8:22 am
- Forum: Newbie Help Center
- Topic: Nintendulator preference file location on Win7?
- Replies: 3
- Views: 1424
Re: Nintendulator preference file location on Win7?
Thanks thefox; I was able to move it in from off screen.
- Tue Nov 19, 2013 6:51 am
- Forum: Newbie Help Center
- Topic: Nintendulator preference file location on Win7?
- Replies: 3
- Views: 1424
Nintendulator preference file location on Win7?
I've encountered an odd bug where Nintendulator's main window no longer appears on load. I can get it to show up if I maximize it by right-clicking on the taskbar, but it will not display in any other circumstance. I think it might be loading the window outside the size of my current display resolut...
- Sun Oct 13, 2013 11:45 am
- Forum: Newbie Help Center
- Topic: 'else' control structure in assembly.
- Replies: 11
- Views: 3676
Re: 'else' control structure in assembly.
My bad. I'm still getting used to assembly and the 6502.doppelganger wrote:Actually it would be if #$10 >= ScrollY. Remember the carry flag is set after a subtraction unless the second number (which in this case is ScrollY) is greater, then it will be clear for borrow.
- Sun Oct 13, 2013 8:45 am
- Forum: Newbie Help Center
- Topic: 'else' control structure in assembly.
- Replies: 11
- Views: 3676
'else' control structure in assembly.
What is the most efficient way to write the 'else' program structure in assembly?
The best I've come up with so far is:
The best I've come up with so far is:
Code: Select all
lda #$10 ; if ScrollY <= $10
cmp ScrollY
bcs smallScroll
; do code for 'if' = true
jmp endif
smallScroll:
; do code for 'if' = false
endif:- Sun Oct 06, 2013 9:28 am
- Forum: NESdev
- Topic: How do I make sprites invisible on certain horizontal lines?
- Replies: 16
- Views: 4559
Re: How do I make sprites invisible on certain horizontal li
I just tested this. MottZilla and tokumaru are correct: so long as either the sprite display bit or background display bit in $2001 are set to 1, the MMC3 IRQ will fire.
Thanks again everyone!
Thanks again everyone!
- Sat Oct 05, 2013 7:14 pm
- Forum: NESdev
- Topic: How do I make sprites invisible on certain horizontal lines?
- Replies: 16
- Views: 4559
Re: How do I make sprites invisible on certain horizontal li
I can check it tomorrow, although I won't be able to post a test rom.
- Sat Oct 05, 2013 5:00 pm
- Forum: NESdev
- Topic: How do I make sprites invisible on certain horizontal lines?
- Replies: 16
- Views: 4559
Re: How do I make sprites invisible on certain horizontal li
I believe that disabling sprites in 2001 also disables MMC3 IRQ line counting. Am I wrong?
- Sat Oct 05, 2013 12:50 pm
- Forum: NESdev
- Topic: How do I make sprites invisible on certain horizontal lines?
- Replies: 16
- Views: 4559
Re: How do I make sprites invisible on certain horizontal li
This is great information. Thanks everyone. Here's how I'll run my dialogue box: I'll set IRQ to call at the top of the dialogue window, and then again at the bottom. Since MMC3 can bank CHR-RAM, I will keep the last 1kb of CHR-RAM empty at all times, and then when the top dialogue IRQ is called, sw...
- Sat Oct 05, 2013 11:31 am
- Forum: NESdev
- Topic: How do I make sprites invisible on certain horizontal lines?
- Replies: 16
- Views: 4559
Re: How do I make sprites invisible on certain horizontal li
True. But with a window 64 pixels in height, I'd have to use 8x4 8x16 sprites - half of my OAM.zzo38 wrote:You could put eight blank sprites on the scanlines that you don't want other sprites to appear on.
Could I bank in an empty CHR-RAM bank - does MMC3 allow for CHR-RAM banking?
- Sat Oct 05, 2013 11:23 am
- Forum: NESdev
- Topic: How do I make sprites invisible on certain horizontal lines?
- Replies: 16
- Views: 4559
How do I make sprites invisible on certain horizontal lines?
I'm creating a BG dialogue window for my game. I want Sprites to not appear on the lines where the dialogue window is being displayed. I'm using MMC3 for the scanline IRQs, and thus can't turn off sprites with $2001. I'm also using CHR-RAM, so I can't bank in blank data on those lines (or can I --- ...
- Sat Aug 24, 2013 9:20 am
- Forum: NESdev
- Topic: Eighth - a Forth for NES dev (formerly Bytecode Interpreter)
- Replies: 31
- Views: 11523
Re: Eighth - a Forth for NES dev (formerly Bytecode Interpre
Do either of these emulators have the ability to call a lua script when the program writes a given value to memory?
- Sat Aug 17, 2013 1:50 pm
- Forum: NESdev
- Topic: Generic compression on NES - *done*
- Replies: 91
- Views: 35527
Re: Generic compression on NES - *done*
Bregalad, bigs ups for releasing this suite of compression algorithms. It was very helpful to me when I was putting together my text engine. A few posters have asked for an example of a decompression algorithm, so I'm posting one that I'm using in my current project. Each compression scheme best fit...
- Sun Apr 04, 2010 10:02 pm
- Forum: NESemdev
- Topic: New emu: SMB status bar flashes when scrolling
- Replies: 9
- Views: 7624
Your solution worked perfectly Disch. I really appreciate your help. I hacked your solution into my emulator so that if VRAM_Address = 0 after $2006 is written to with the latch set, I clear the Name table base address (D1-D0 of $2000)... and while this works perfectly for SMB, I should obviously lo...
- Sun Apr 04, 2010 6:57 pm
- Forum: NESemdev
- Topic: New emu: SMB status bar flashes when scrolling
- Replies: 9
- Views: 7624
- This isn't an human-friendly readable disassembled code. Apologies for that. NickMass, your output and mine both have the same problem: instruction $8EE2 reads from $0301, which should be zero. If it is non-zero, then this bug appears (I've noticed values $3F and $26 in $0301, although certainly ...
- Sun Apr 04, 2010 5:17 pm
- Forum: NESemdev
- Topic: New emu: SMB status bar flashes when scrolling
- Replies: 9
- Views: 7624
it might help if your tracer printed what address the CPU was reading/writing instead of just the instruction and addressing mode. As it is now, the tracer doesn't really do much of a job of illustrating what's going on. Where are the $2000 writes in this code? I assume those columns on the right a...