Search found 23 matches

by Brickman
Thu Oct 06, 2011 1:56 pm
Forum: Newbie Help Center
Topic: In game palette glitchy re-writing / VRAM access
Replies: 10
Views: 2879

thefox wrote:

Code: Select all

// Set the low 8 bits of scroll.
PPU_SCROLL( 0, 0 );
That did it! (Writing 0 to $2006 twice), no screens bump at all now. Thank you all for your help!
:D
by Brickman
Thu Oct 06, 2011 12:53 pm
Forum: Newbie Help Center
Topic: In game palette glitchy re-writing / VRAM access
Replies: 10
Views: 2879

In game palette glitchy re-writing / VRAM access

I have a demo with a firery background and i wish to 'flicker' the fire by cycling one of the colors in my palettes. I've been able to get the colors switched however the screen shakes for a split second when i do this. (I've put my color change call right after V-blank but it doesn't help.) //acces...
by Brickman
Wed Oct 05, 2011 6:08 pm
Forum: Newbie Help Center
Topic: NES C programming for dummies
Replies: 17
Views: 7801

I really started learning C when i used the gameboy advance devkit called 'Hamlib' The original site seems to be down but you should be able to find the dev kit around (i think it was eventually given away freely.) It's a great all in one SDK with some good demo /sourcecode if i remember. Here's a b...
by Brickman
Wed Oct 05, 2011 3:06 pm
Forum: Newbie Help Center
Topic: That nifty parrallax background trick.
Replies: 11
Views: 2974

Hmm... now that i've corrected the nametable mirroring to be horizontal my multiscroll demo locks up at 'waiting for sprite hit 0 to be cleared' (aftering running for about a second.)
by Brickman
Wed Oct 05, 2011 12:22 pm
Forum: Newbie Help Center
Topic: That nifty parrallax background trick.
Replies: 11
Views: 2974

I appreciate all these tips, it helps alot!
by Brickman
Tue Oct 04, 2011 5:30 pm
Forum: Newbie Help Center
Topic: cc65, performance and NES.
Replies: 8
Views: 4055

The beautiful thing about CC65/KNES is that you can code in C and optimize bit by bit into separate CA65 assembly functions as needed. You get the readabilty of C with the optional speed of assembly. Just my layman's take on the matter. As others have said see the Alter Ego source for a great exampl...
by Brickman
Mon Oct 03, 2011 10:47 pm
Forum: Newbie Help Center
Topic: That nifty parrallax background trick.
Replies: 11
Views: 2974

It probably uses MMC3 IRQ's to do those, editing the X on hit. DWIII also does that and so does Rad Racer, but they don't use MMC3 IRQ's because they're MMC1. I don't know how they do it, probably timed code. Yeah i think it's timed code. I just now got 3 parrallax scrolls by waiting for sprite 0 h...
by Brickman
Mon Oct 03, 2011 10:05 pm
Forum: Newbie Help Center
Topic: That nifty parrallax background trick.
Replies: 11
Views: 2974

That nifty parrallax background trick.

The nifty 3d-ish parrallax scrolling used in the Ninja Gaiden 1 intro:

http://www.youtube.com/watch?v=_rkaiKYEkDQ

Similar to the water in the punch out training sequence:

http://www.youtube.com/watch?v=ITH82ZykGGg

Does this use sprite 0 hit test multiple times per frame? (Moving it down?)