Search found 486 matches

by infidelity
Tue Mar 18, 2014 9:20 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 only CLI I have going on, is at the end of the reset vector. The irq $FFFE-$FFFF would fire up once the reset vector loop completed. So I removed the CLI from my reset vector, placed the CLI after the 2 STA's to $2005, and I still get the same result. edit What I also noticed, for Megaman 4 for ...
by infidelity
Tue Mar 18, 2014 8:50 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

OK I found some. $FE4C4 --------- LDA #$00 STA $2005 STA $2005 $FD104 (irq) -------------- LDA #$00 STA $2005 STA $2005 $FE516 --------- LDA $2002 LDA $FD STA $2005 LDA $FC STA $2005 it was at $FE4C4 (which is right in the vicinity of my original placement of the CLI) where I placed the new location...
by infidelity
Tue Mar 18, 2014 8:34 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 I fixed the code you sent, and the game continues to run the same. Also, am I correct with vblank in saying, is that what deals with the ppu rendering being on/off? Cause in the rom, there is this routine... LDY $17 BNE ;to STA $2001 ORA #$1E STA $2001 STA $FE it is after that code that I insert ...
by infidelity
Tue Mar 18, 2014 7:36 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 appreciate all the help and time you are all putting into this, but these code pastes are way over my head. Ive tried pasting them into online assemblers, to see if I can view the binary versions of them, but they will not compile. Its one thing if I coded this game from scratch, but its not, all ...
by infidelity
Mon Mar 17, 2014 3:51 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

Im confused on what you all mean by (outside the nmi) I dont understand how I do that? I thought the main game is through $FFFA-$FFFB, and the reset vector is through $FFFC-$FFFD, while the irq/brk is at $FFFE-$FFFF? So im confused as to how this is supposed to work. And what is an implicit sei? Is ...
by infidelity
Mon Mar 17, 2014 11:53 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

In Zelda, $2001 has 1E constantly being stored to it during game play, which I believe is rendering turned on.

When I put a CLI after $2001, im able to have the irq split anywhere! BUT, the game horrificly glitches/crashes in seconds.
by infidelity
Mon Mar 17, 2014 11:00 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

Everything that im about to write here, is everything i have that has an irq firing up. Again i'm new to inserting a custom irq engine in a game that does not originaly have one, *like the Megaman 3-6 games* I'm really just going by the seat of my pants with all of this, tried looking online, studyi...
by infidelity
Mon Mar 17, 2014 10:12 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 since no one has an answer to that, how about this.

How can you alter the frames per second of a rom? Im thinking my issue is, is that too much is going on for the irq to appear/remain stationary correctly.
by infidelity
Sun Mar 16, 2014 1:43 pm
Forum: Newbie Help Center
Topic: irq question, why do sprites cause irq to shake/flucuate?
Replies: 36
Views: 7515

irq question, why do sprites cause irq to shake/flucuate?

I'm trying to learn about setting up irq's yet again with my MMC5 Zelda hack. I read this site, http://bobrost.com/nes/files/mmc3irqs.txt on learning about setting 40 to 4017 & setting CLI. So what I did was I loaded/stored 40 into $4017 at the beginning of my reset vector, i set the CLI at the ...
by infidelity
Sat Mar 08, 2014 10:50 am
Forum: Newbie Help Center
Topic: Can you stretch scanlines horizontaly?
Replies: 11
Views: 3898

Re: Can you stretch scanlines horizontaly?

Alright, i'll stick with using paint to modify my images. Thank you. :-)
by infidelity
Sat Mar 08, 2014 9:37 am
Forum: Newbie Help Center
Topic: Can you stretch scanlines horizontaly?
Replies: 11
Views: 3898

Re: Can you stretch scanlines horizontaly?

it will just require using pattern and or nametable manipulation to achieve the effect. So the nes can stretch an image horizontaly? If so, how would I go about that with the nes's registers? I'm assuming $2000 & $2001 need to be used? Im looking for extreme stretching here, I just want to make...
by infidelity
Fri Mar 07, 2014 2:46 pm
Forum: Newbie Help Center
Topic: Can you stretch scanlines horizontaly?
Replies: 11
Views: 3898

Can you stretch scanlines horizontaly?

I've seen some crazy screen effects, in making whatever is on the screen stretched out verticaly. I don't know how to pull this off, ive read somewhere on the vertical aspect that it deals with $2000 or something, but what I'm really curious about, is can this same effect be done on a horizontal bas...
by infidelity
Tue Mar 04, 2014 10:57 am
Forum: Newbie Help Center
Topic: cant get NMI to start after reset vector completion
Replies: 11
Views: 3590

Re: cant get NMI to start after reset vector completion

That's how I've been coding for almost 10 years. May be insane to others, but that's how I work. I use the FCEUX debugger, and I have no issues. Also, that NMI enable seems to have fixed my control push bit issue. The register that shows a button held down was fine, but the register that shows you p...
by infidelity
Tue Mar 04, 2014 10:44 am
Forum: Newbie Help Center
Topic: cant get NMI to start after reset vector completion
Replies: 11
Views: 3590

Re: cant get NMI to start after reset vector completion

I don't write code, I code via hex.

And thank you very much for the info on the enabling of nmi! I threw in LDA #$80, STA $2000, then I perform a JMP over that area, and the NMI pointer is firing up now. :-)
by infidelity
Tue Mar 04, 2014 9:50 am
Forum: Newbie Help Center
Topic: cant get NMI to start after reset vector completion
Replies: 11
Views: 3590

Re: cant get NMI to start after reset vector completion

ok, so how do I enable an nmi? I figured sei would take care of that, being set interrupts. :-/ I took a look at super Mario bros, and I see that it loops itself on a jmp. I tried doing that with my work, but the NMI still does not kick in. I noticed The Legend of Zelda does the same thing, it will ...