Search found 23 matches
- Sat Mar 08, 2014 12:58 am
- Forum: Newbie Help Center
- Topic: Can you stretch scanlines horizontaly?
- Replies: 11
- Views: 3897
Re: Can you stretch scanlines horizontaly?
To answer your question, there is no hardware functionality to stretch the screen horizontally. But that doesn't mean you can't have a horizontal stretching effect, it will just require using pattern and or nametable manipulation to achieve the effect.
- Sat Aug 04, 2012 7:11 pm
- Forum: Homebrew Projects
- Topic: Pong tutorial failure
- Replies: 17
- Views: 6947
Re: Pong tutorial failure
After looking through your code I figured that i should optimize it as much as possible. That way you can look through it and see what kind of optimizations can be done and compare it to your original code. .inesprg 1 ; 1x 16KB PRG code .ineschr 1 ; 1x 8KB CHR data .inesmap 0 ; mapper 0 = NROM, no b...
- Sat Aug 04, 2012 5:54 am
- Forum: Homebrew Projects
- Topic: Pong tutorial failure
- Replies: 17
- Views: 6947
Re: Pong tutorial failure
Ok I solved the collision problem. Your second and third compares were reversed the idea is to skip the collision handling if NOT within the paddle's range (this is a VERY common error that I still find myself falling for). Also, the value of paddle1y2 being only 8 higher that paddle1y makes the pad...
- Thu Aug 02, 2012 8:54 pm
- Forum: Homebrew Projects
- Topic: Pong tutorial failure
- Replies: 17
- Views: 6947
Re: Pong tutorial failure
Ok, I figured out the freezing problem you are having. During your "EngineTitle" and "EngineGameOver" you created a loop that never executes the RTI instruction until you hit START so the NMI is still firing which will fill up the stack. Then when it overflows and then RTI is exe...
- Wed Jan 25, 2012 2:37 pm
- Forum: Newbie Help Center
- Topic: Donkey Kong pause behavior
- Replies: 17
- Views: 5941
It's also possible that when the game pauese its just spinning in a loop waiting for you to press the button to unpause it. Therefore, never writing to $4014 and if that happens the sprites disappear off the screen even though the sprites are not disabled from $2001. The OAM data will disintegrate a...
- Fri Dec 16, 2011 10:22 pm
- Forum: Homebrew Projects
- Topic: Nomolos: Storming the Catsle
- Replies: 67
- Views: 60908
- Thu Oct 27, 2011 10:51 am
- Forum: Newbie Help Center
- Topic: My game displays different errors on each emulator o.o
- Replies: 10
- Views: 3385
Or the code/data used together must be in the same bank (i.e: bankX stores code and data of an entire level)? You should refrain from having code copied multiple times in your ROM. If all the data a certain piece of code will ever have to use fits in a 16K bank along with the code itself, then the ...
- Mon Oct 10, 2011 9:42 am
- Forum: Newbie Help Center
- Topic: Getting CPU jams all the time.
- Replies: 6
- Views: 2484
Been lurking this site for a while finally decided to sign up and post, so I might as well make my first post good. I've looked over your code, and I found the primary problem. Your project assembled wrong, NESASM does not like to deal with banks larger than 8kb at a time, when you assembled it it t...