Search found 486 matches
- 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 ...
- 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...
- 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 ...
- 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 ...
- 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 ...
- 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.
When I put a CLI after $2001, im able to have the irq split anywhere! BUT, the game horrificly glitches/crashes in seconds.
- 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...
- 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.
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.
- 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 ...
- 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. 
- 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...
- 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...
- 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...
- 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.
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.
- 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 ...