Search found 91 matches

by pops
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.
by pops
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...
by pops
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.

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.
My bad. I'm still getting used to assembly and the 6502.
by pops
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:

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:
by pops
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!
by pops
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.
by pops
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?
by pops
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...
by pops
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

zzo38 wrote:You could put eight blank sprites on the scanlines that you don't want other sprites to appear on.
True. But with a window 64 pixels in height, I'd have to use 8x4 8x16 sprites - half of my OAM.

Could I bank in an empty CHR-RAM bank - does MMC3 allow for CHR-RAM banking?
by pops
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 --- ...
by pops
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?
by pops
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...
by pops
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...
by pops
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 ...
by pops
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...