Search found 116 matches

by sonder
Sun Sep 22, 2013 1:29 pm
Forum: NESdev
Topic: 4-color Sprite idea without layering sprites
Replies: 10
Views: 3468

Re: 4-color Sprite idea without layering sprites

I think it'd be interesting to try to optimize the technique so well that a much larger character that moves in any direction could be viable. It's not possible at all. This technique is possible only because it's a 16x16 sprite and that it only moves in a non 16-pixel aligned position on either X ...
by sonder
Sun Sep 22, 2013 1:16 pm
Forum: NESdev
Topic: 4-color Sprite idea without layering sprites
Replies: 10
Views: 3468

Re: 4-color Sprite idea without layering sprites

Just for info the thread you should be looking for should be this one : http://forums.nesdev.com/viewtopic.php?f=22&t=9549 Having no personal site anymore I've chosen to store all my demoes on Nesdev so that whatever happens to me they'll be kept. Ahhh, I think I've seen this. Must of been that...
by sonder
Sun Sep 22, 2013 1:11 pm
Forum: NES Graphics
Topic: My art showcase (Character Portraits - April 03)
Replies: 79
Views: 40017

Re: Hello, and some art.

Pretty.

EDIT: you might be able to get away with just using a single dark cyan and freeing up a color as the two shades of dark cyan are not likely to be very distinguishable among the black on a CRT display.
by sonder
Sun Sep 22, 2013 1:03 pm
Forum: NESdev
Topic: Parameters in sub routines
Replies: 20
Views: 7544

Re: Parameters in sub routines

LDX $0104, X ; Loads "length" into X. This addressing mode doesn't exist, see http://www.obelisk.demon.co.uk/6502/reference.html#LDX I already feared that this won't work. Alright, last try: FillSpecificMemoryWithValue: ; Parameters (put them to the stack in this order): ; 1. Length ; 2. ...
by sonder
Sun Sep 22, 2013 12:58 pm
Forum: NESdev
Topic: 4-color Sprite idea without layering sprites
Replies: 10
Views: 3468

Re: 4-color Sprite idea without layering sprites

Guess I'm not original. Well, if you consider that there's a finite amount of original ideas to be had, every time someone has one that's one less idea to be had in the future, so it's only natural that original ideas are harder and harder to have as time passes... =) That's true. Well, I think tha...
by sonder
Sun Sep 22, 2013 9:58 am
Forum: NESdev
Topic: 4-color Sprite idea without layering sprites
Replies: 10
Views: 3468

Re: 4-color Sprite idea without layering sprites

The same technique has been discussed in the forum before, and I think Bregalad make a proof-of-concept ROM as well, but I can't find the thread. This one? http://forums.nesdev.com/viewtopic.php?f=22&t=9551&hilit=sprite Nope, that's not the one. Ah - I think I just found it. http://forums.n...
by sonder
Sun Sep 22, 2013 9:47 am
Forum: NESdev
Topic: 4-color Sprite idea without layering sprites
Replies: 10
Views: 3468

Re: 4-color Sprite idea without layering sprites

thefox wrote:The same technique has been discussed in the forum before, and I think Bregalad make a proof-of-concept ROM as well, but I can't find the thread.
This one? viewtopic.php?f=22&t=9551&hilit=sprite
by sonder
Sun Sep 22, 2013 9:40 am
Forum: NESdev
Topic: Parameters in sub routines
Replies: 20
Views: 7544

Re: Parameters in sub routines

Since there's no built-in solution, I guess the one with the stack is the right one for me. So, please tell me if the following code snippets would be correct: FillSpecificMemoryWithValue: ; Parameters (put them to the stack in this order): ; 1. Length ; 2. Value TSX ; Loads the parameter "val...
by sonder
Sun Sep 22, 2013 9:30 am
Forum: NESdev
Topic: 4-color Sprite idea without layering sprites
Replies: 10
Views: 3468

4-color Sprite idea without layering sprites

This is just a theoretical technique I came up with to allow a special sprite, such as the player, to have 4 colors - presumably black and 3 others - without layering sprites. The caveat is it requires CHR RAM and a ton of ROM to feasibly do. But I think it should be effective. It works by creating ...
by sonder
Sun Sep 22, 2013 9:21 am
Forum: NESdev
Topic: Parameters in sub routines
Replies: 20
Views: 7544

Re: Parameters in sub routines

In the latest version of my 6502 Forth (which is subroutine-threaded, and I wasn't going to talk about it until my game was done but, hey...) I have a standardized parameter passing system. The X reg is an 8-bit pointer into a data stack on the zeropage, with A containing the top item. I use two mac...
by sonder
Sat Aug 31, 2013 9:47 am
Forum: NESemdev
Topic: Getting FCEUX to allow writing to CHR ROM
Replies: 4
Views: 2807

Re: Getting FCEUX to allow writing to CHR ROM

Somewhere in the code there is just a simple check most likely, seeing if it should accept or throw away attempts to write the CHR pattern table memory. You could disable it if you find it. MMC5 can support CHR-RAM, the reason for saying "unknown" would best be because no MMC5 game ever u...
by sonder
Sat Aug 31, 2013 9:09 am
Forum: NESemdev
Topic: Getting FCEUX to allow writing to CHR ROM
Replies: 4
Views: 2807

Getting FCEUX to allow writing to CHR ROM

Your immediate question might be why would I want to do this? Basically I'm looking to develop my game for a board that's being developed by infiniteneslives, which you may have heard of as the Homebrew FDS project. It was a good time to make a switch - I'd done enough sloppy development in my "...
by sonder
Mon Aug 26, 2013 12:09 am
Forum: NESdev
Topic: Eighth - a Forth for NES dev (formerly Bytecode Interpreter)
Replies: 31
Views: 11523

Re: Eighth - a Forth for NES dev (formerly Bytecode Interpre

Crap!! So I added FCEUX-labels-exporting to asm6 only to discover FCEUX doesn't have Lua access to the labels!!! :O wonder if I should attempt adding it myself or do a feature request :/ You could generate a Lua file that has corresponding variables for each symbol. Either from asm6 or with a separ...
by sonder
Sun Aug 25, 2013 11:42 am
Forum: NESdev
Topic: Eighth - a Forth for NES dev (formerly Bytecode Interpreter)
Replies: 31
Views: 11523

Re: Eighth - a Forth for NES dev (formerly Bytecode Interpre

Crap!! So I added FCEUX-labels-exporting to asm6 only to discover FCEUX doesn't have Lua access to the labels!!! :O wonder if I should attempt adding it myself or do a feature request :/ You could generate a Lua file that has corresponding variables for each symbol. Either from asm6 or with a separ...
by sonder
Sun Aug 25, 2013 9:45 am
Forum: NESdev
Topic: Eighth - a Forth for NES dev (formerly Bytecode Interpreter)
Replies: 31
Views: 11523

Re: Eighth - a Forth for NES dev (formerly Bytecode Interpre

but then it would require Nintendulator - I don't think that's unfair though. It'd be fair enough if Wine were improved to run Nintendulator. Last time I checked, Nintendulator required Genuine Windows. FCEUX, on the other hand, works on GNU/Linux in either Wine or SDL. If FCEUX added Lua scripting...