Oh that's interesting.
I just have a feeling I'm missing something, still can't figure it out why they don't work.
Search found 486 matches
- Tue Jun 03, 2014 10:44 am
- Forum: Newbie Help Center
- Topic: need help on dpcm & mmc5 split screen coexisting (last post)
- Replies: 12
- Views: 4287
- Tue Jun 03, 2014 7:30 am
- Forum: Newbie Help Center
- Topic: need help on dpcm & mmc5 split screen coexisting (last post)
- Replies: 12
- Views: 4287
need help on dpcm & mmc5 split screen coexisting (last post)
I'm using fceux 2.2.1. I got alot of help/assistance from users here, in getting my custom mmc5 irq to fire up. in my Zelda hack, I have 2 separate irq sequences, and they work perfectly within fceux. Now someone tested my rom on an etrom board, and one of my irq sequences wouldn't fire up. I then l...
- Thu May 22, 2014 12:37 pm
- Forum: Newbie Help Center
- Topic: Question on vram buffering
- Replies: 6
- Views: 2408
Re: Question on vram buffering
Yes thats how zelda does it.
Highppu
Lowppu
# of tiles (02 for example)
tile
tile
FF (end) (unless theres more going on, then this would be the start of another highppu address)
Highppu
Lowppu
# of tiles (02 for example)
tile
tile
FF (end) (unless theres more going on, then this would be the start of another highppu address)
- Thu May 22, 2014 10:46 am
- Forum: Newbie Help Center
- Topic: Question on vram buffering
- Replies: 6
- Views: 2408
Re: Question on vram buffering
Thank you both for the detailed resposes. 
- Thu May 22, 2014 8:19 am
- Forum: Newbie Help Center
- Topic: Question on vram buffering
- Replies: 6
- Views: 2408
Question on vram buffering
Im assuming this is called vram buffering. Anyway, my rom hack of The Legend of Zelda, i inserted a working 2 digit counter for Links arrows. The vran starts at $302, and its constantly updates Links heart count, rupees,bombs, & keys counts. I was able to insert my custom counter at the end of w...
- Mon May 12, 2014 5:54 pm
- Forum: Newbie Help Center
- Topic: need assistance with random number generator
- Replies: 12
- Views: 7543
Re: need assistance with random number generator
Many thanks! 
- Mon May 12, 2014 5:34 pm
- Forum: Newbie Help Center
- Topic: need assistance with random number generator
- Replies: 12
- Views: 7543
need assistance with random number generator
How would I go about creating a very simplistic random number generator, with values in the register in the range from 01-04?
Thank you.
Thank you.
- Thu Mar 20, 2014 8:25 am
- Forum: Newbie Help Center
- Topic: irq question, why do sprites cause irq to shake/flucuate?
- Replies: 36
- Views: 7515
Re: irq question, why do sprites cause irq to shake/flucuate
Ok thank you. Ill try to figure out the origin of the game logic, and try to relocate within the reset vector.
- Thu Mar 20, 2014 7:10 am
- Forum: Newbie Help Center
- Topic: irq question, why do sprites cause irq to shake/flucuate?
- Replies: 36
- Views: 7515
Re: irq question, why do sprites cause irq to shake/flucuate
The code was taken from an old megaman project of mine. Looks ugly, yes, but it xan be written better like you suggested. I do have one more question, non irq related. I have signifigant slowdown when i have more than 3 active sprites. By active, i mean it has asm that controls its AI, x/y, etc. The...
- Tue Mar 18, 2014 1:52 pm
- Forum: Newbie Help Center
- Topic: irq question, why do sprites cause irq to shake/flucuate?
- Replies: 36
- Views: 7515
Re: irq question, why do sprites cause irq to shake/flucuate
@ tokomaru, you are right. I removed the PHP & PLP's and I still have proper irq usage going on.
@ rainwarrior, i'll add your suggestions and see what happens.
@ rainwarrior, i'll add your suggestions and see what happens.
- Tue Mar 18, 2014 12:38 pm
- Forum: Newbie Help Center
- Topic: irq question, why do sprites cause irq to shake/flucuate?
- Replies: 36
- Views: 7515
Re: irq question, why do sprites cause irq to shake/flucuate
The routine that I discovered works a better when projectiles are thrown, I experience no flickering/shaking with the irq. However with your routine, I get that slightly with projectiles. I went to the same screen id with the same enemies, and tested both routines, and those are the results I got. I...
- Tue Mar 18, 2014 12:14 pm
- Forum: Newbie Help Center
- Topic: irq question, why do sprites cause irq to shake/flucuate?
- Replies: 36
- Views: 7515
Re: irq question, why do sprites cause irq to shake/flucuate
Did you see my previous post?
- Tue Mar 18, 2014 11:17 am
- Forum: Newbie Help Center
- Topic: irq question, why do sprites cause irq to shake/flucuate?
- Replies: 36
- Views: 7515
Re: irq question, why do sprites cause irq to shake/flucuate
I figured it was ok... LDA $5204 LDA #$20 LDY #$00 STY $2006 STA $2006 LDA $FF ORA #$01 STA $2000 LDA #$00 STA $2005 STA $2005 LDA #$3F STA $5203 RTI I just tried adding the push registers before my irq engine, and then pull my registers at the end of my irq engine, and still got the same result. ED...
- Tue Mar 18, 2014 10:50 am
- Forum: Newbie Help Center
- Topic: irq question, why do sprites cause irq to shake/flucuate?
- Replies: 36
- Views: 7515
Re: irq question, why do sprites cause irq to shake/flucuate
I do not know how to determine the scanline. All I know is I have the split to appear just below the info bar in the game. Loading 3F and storing it into $5203 sets the vertical position below the info bar. I don't know how to pin-point snap the debugger to see if the scanline column actualy registe...
- Tue Mar 18, 2014 10:17 am
- Forum: Newbie Help Center
- Topic: irq question, why do sprites cause irq to shake/flucuate?
- Replies: 36
- Views: 7515
Re: irq question, why do sprites cause irq to shake/flucuate
This so confusing. So I put back the CLI in my reset vector. Now within my NMI, when I'm about to use a CLI, your saying I need to acknowledge and enable the irq device before I use the CLI? To acknowledge it within mmc5, do I just simply use an LDA of $5204? do I write to $5204? You say to disable ...