That did it! (Writing 0 to $2006 twice), no screens bump at all now. Thank you all for your help!thefox wrote:Code: Select all
// Set the low 8 bits of scroll. PPU_SCROLL( 0, 0 );
Search found 23 matches
- Thu Oct 06, 2011 1:56 pm
- Forum: Newbie Help Center
- Topic: In game palette glitchy re-writing / VRAM access
- Replies: 10
- Views: 2879
- 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...
- 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...
- Wed Oct 05, 2011 3:06 pm
- Forum: Newbie Help Center
- Topic: That nifty parrallax background trick.
- Replies: 11
- Views: 2974
- Wed Oct 05, 2011 12:22 pm
- Forum: Newbie Help Center
- Topic: That nifty parrallax background trick.
- Replies: 11
- Views: 2974
- 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...
- 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...
- 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?)
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?)