Search found 23 matches
- Thu Mar 19, 2020 12:38 am
- Forum: Newbie Help Center
- Topic: Question about NMI / displaying new background
- Replies: 29
- Views: 14037
Re: Question about NMI / displaying new background
You need to disable background and sprite rendering before writing the second background to the PPU then re enable them afterwards bits 3 and 4 of $2001. The PPU can't be written to while it is rendering, it produces unstable writes, only while rendering is disabled or while you're in vblank or hbla...
- Fri Sep 16, 2016 2:03 am
- Forum: Newbie Help Center
- Topic: 16 Bit, Fixed Point, Signed Arithmetic
- Replies: 9
- Views: 4386
Re: 16 Bit, Fixed Point, Signed Arithmetic
If I understand what you are doing, adding two 8.8 fixed point variables together is the same as adding any two 16-bit variables. The increment instruction does not need to be used. This the necessary code. lda OBJLOX,x ;add low byte of horizontal velocity to low byte of X coordinate clc adc OBJLOH,...
- Sat Mar 12, 2016 3:13 am
- Forum: Newbie Help Center
- Topic: ASM6 Illegal Instruction?
- Replies: 8
- Views: 2818
Re: ASM6 Illegal Instruction?
Looking at the error it is sayin that the first line of the PRGMain.asm file is something the assembler doesn't understand. What is on the first line of that file?
- Sat Mar 12, 2016 3:03 am
- Forum: Newbie Help Center
- Topic: ASM6 Illegal Instruction?
- Replies: 8
- Views: 2818
Re: ASM6 Illegal Instruction?
You need to put double quotes around the name of the file.
.include "PRGMain.asm"
Like that.
.include "PRGMain.asm"
Like that.
- Mon Feb 08, 2016 12:32 am
- Forum: Newbie Help Center
- Topic: (solved) load a .nam without a blank frame causing a "flash"
- Replies: 31
- Views: 11125
Re: How to load a .nam without a blank frame causing a "flas
Because the register that holds the PPU address is used internally by the PPU when rendering, so the value becomes unstable. This is true even for writing to VRAM that is not being used in the current display. As far as the number of bytes to write to the PPU, since you can only do that in Vblank wh...
- Mon Nov 16, 2015 1:46 pm
- Forum: NESdev
- Topic: View variable(s) value while game is running
- Replies: 2
- Views: 1749
Re: View variable(s) value while game is running
If you don't already have it, download FCEUX this emulator has good debugging features. You can view the all of RAM by going into Debug > Hex Editor.
- Fri Oct 23, 2015 3:34 am
- Forum: NES Music
- Topic: How did old NES games use the various channels?
- Replies: 14
- Views: 6152
Re: How did old NES games use the various channels?
The reason why I ask all this is because when I do my sound engine, I'll try to do it as simple as possible while the sounds still sound good and not monotonous. In a good sounding music engine there is usually a way to control the volume and pitch of a note over the duration of it being played. If...
- Fri Oct 23, 2015 1:37 am
- Forum: NES Music
- Topic: How did old NES games use the various channels?
- Replies: 14
- Views: 6152
Re: How did old NES games use the various channels?
I'm fairly sure Final Fantasy doesn't use the noise channel in any of its songs. The sound effects use the noise channel and one of the square channels when necessary. Final Fantasy 2 might be the same way now that I think about it.
- Tue Oct 06, 2015 12:47 pm
- Forum: GBDev
- Topic: How do you disassemble GB/GBC ROMS?
- Replies: 11
- Views: 11761
Re: How do you disassemble GB/GBC ROMS?
Alright I have fixed what I needed to fix and here it is.
- Mon Oct 05, 2015 9:29 pm
- Forum: GBDev
- Topic: How do you disassemble GB/GBC ROMS?
- Replies: 11
- Views: 11761
Re: How do you disassemble GB/GBC ROMS?
There are a few things I need to fix on it to make it more user friendly. Once that's done ill post it.
- Mon Oct 05, 2015 4:12 pm
- Forum: GBDev
- Topic: How do you disassemble GB/GBC ROMS?
- Replies: 11
- Views: 11761
Re: How do you disassemble GB/GBC ROMS?
I disassemble gameboy games by writing an emulator with a code/data logger and then write a gbz80 disassembler to take that cdl data and create a disassembled text file.
- Thu Oct 01, 2015 9:26 am
- Forum: General Stuff
- Topic: 80s-90s styled game engine for PC?
- Replies: 10
- Views: 3251
Re: 80s-90s styled game engine for PC?
Funny enough, I programmed my own fictional 8 bit console that I called Arcadia (at the time not knowing Emerson beat me to the name). Envisioned to be a system that could have come out in the mid 1980s. It has similar specs to what Tsutarja proposed, I even ported SMB to it as a proof of concept. C...
- Mon Aug 18, 2014 9:15 am
- Forum: NES Graphics
- Topic: Vertical Line Animation Illusion
- Replies: 20
- Views: 11653
Re: Vertical Line Animation Illusion
I just thought of a way to do a fullscreen illusion without any sprites. Instead of using vertical bars, try horizontal bars created by turning off and on the display at regular intervals with interrupts or timed code.
- Sun Jun 29, 2014 5:23 am
- Forum: Newbie Help Center
- Topic: Where do I go now?
- Replies: 2
- Views: 1577
Re: Where do I go now?
Unfortunately there doesn't seem to be much in the way of a comprehensive tutorial for cc65. If you already have a good knowledge of C, then you just have to learn the compiler's specific syntax which can be found at the cc65 website. As far as the NES specific stuff, there are plenty of tutorials (...
- Sun Jun 08, 2014 6:07 pm
- Forum: Newbie Help Center
- Topic: Need instruction on how to save.
- Replies: 32
- Views: 9347
Re: Need instruction on how to save.
In order to save data in an NES game you need to set bit 1 of byte 6 in the header of your ROM. Doing so enables 8k of expanded RAM at $6000-$7FFF to be saved to a file when the emulator closes and is restored when you open it up with that ROM.