Search found 160 matches

by raydempsey
Mon Jun 30, 2014 4:00 pm
Forum: Newbie Help Center
Topic: Number of possible CHR banks
Replies: 25
Views: 7454

Re: Number of possible CHR banks

What I am trying to save is only 16 bytes. I have set inesmir 3 in the beginning and I have tried making writes to $6000-$600F. The hex editor confirms that the writes are not being made. Only setting inesmir to 3 is apparently not enough. Ideally, I'd like to swap out only 128 background tiles at a...
by raydempsey
Mon Jun 30, 2014 1:36 pm
Forum: Newbie Help Center
Topic: Number of possible CHR banks
Replies: 25
Views: 7454

Re: Number of possible CHR banks

I am relatively new to this so I used the Nerdy Nights tutorials to get going. I am doing great at the programming part but there are a lot of things about how the Nintendo really works that I'm still learning. In the Nerdy Nights tutorials, they have the following settings as the first lines of cod...
by raydempsey
Mon Jun 30, 2014 12:07 pm
Forum: Newbie Help Center
Topic: Number of possible CHR banks
Replies: 25
Views: 7454

Number of possible CHR banks

I am new at this and I was wondering how many CHR banks are possible to be able to swap through? Also, I have a .chr file that I use to draw tiles and I would like to make it bigger so it will hold more banks than just the 256 sprite and 256 background. I compile using NESASM3 if that makes a differ...
by raydempsey
Wed Jun 18, 2014 11:13 pm
Forum: Homebrew Projects
Topic: Ray Dempsey's 2048 for NES/FC
Replies: 3
Views: 3167

Re: Ray Dempsey's 2048 for NES/FC

I definitely would not be allowed to profit off of this in any way due to the copyright thing. It's meant more to be a beginner practice of animation and implementing music. I wouldn't expect anybody to play the game more than once or twice, probably out of curiosity and on an emulator at work. Mayb...
by raydempsey
Wed Jun 18, 2014 2:59 pm
Forum: Homebrew Projects
Topic: Ray Dempsey's 2048 for NES/FC
Replies: 3
Views: 3167

Ray Dempsey's 2048 for NES/FC

Here's an update on my 2048 version. It has a playable 2048 game as an NES version of Blurred Lines plays with dancing animated characters from the music video. Yes, it's a novelty.
by raydempsey
Mon Jun 16, 2014 8:38 pm
Forum: NES Music
Topic: FamiTracker won't load my .wav file for DPCM
Replies: 8
Views: 4549

Re: FamiTracker won't load my .wav file for DPCM

Thank you. It works now. It needed to be louder. I have to cut it into smaller pieces like you said.
by raydempsey
Mon Jun 16, 2014 4:13 pm
Forum: NES Music
Topic: FamiTracker won't load my .wav file for DPCM
Replies: 8
Views: 4549

Re: FamiTracker won't load my .wav file for DPCM

I am using the latest version of FamiTracker (v0.4.3). I checked its properties and indeed it is a WAV file. As an experiment, I am attempting to load the audio file I attached here.
by raydempsey
Mon Jun 16, 2014 3:27 pm
Forum: NES Music
Topic: FamiTracker won't load my .wav file for DPCM
Replies: 8
Views: 4549

FamiTracker won't load my .wav file for DPCM

I am just starting to learn about incorporating sound into my games but FamiTracker isn't working properly. I am trying to load a .wav DPCM sample but all I hear is silence. I loaded a .wav file that someone else used that worked just fine. How come some .wav files seem to load just fine while other...
by raydempsey
Wed Jun 11, 2014 6:49 pm
Forum: Newbie Help Center
Topic: Need instruction on how to save.
Replies: 32
Views: 9350

Re: Need instruction on how to save.

I still can't get saving to work. This is how I start my program: (compiled using NESASM) .inesprg 1 ; 1x 16KB PRG code .ineschr 1 ; 1x 8KB CHR data .inesmap 0 ; mapper 0 = NROM, no bank swapping .inesmir 3 ; background mirroring .bank 0 .org $C000 RESET: SEI ; disable IRQs CLD ; disable decimal mod...
by raydempsey
Tue Jun 10, 2014 12:58 pm
Forum: Newbie Help Center
Topic: Need instruction on how to save.
Replies: 32
Views: 9350

Re: Need instruction on how to save.

I tried simply switching inesmir to 2 but that did nothing. I believe it has something to do with writing to $8000 and $E000 but I don't know. I've tried a lot of things but it won't allow me to write to $6000.
by raydempsey
Mon Jun 09, 2014 7:05 pm
Forum: Homebrew Projects
Topic: 2048 for NES/FC (includes source)
Replies: 61
Views: 35982

Re: 2048 for NES/FC (includes source)

This is how smooth it should be but what options does this give you for the color palette? Does this mean that you will have a much more limited choice of colors for the game blocks? My other concern is what will happen when game blocks get joined together. Won't there be problems with the attributes?
by raydempsey
Mon Jun 09, 2014 5:33 pm
Forum: Newbie Help Center
Topic: Need instruction on how to save.
Replies: 32
Views: 9350

Re: Need instruction on how to save.

Nerdy Nights explains how to enable WRAM using NESASM. I still don't quite understand. What I think is happening is the iNES header numbers are altered somehow, and then you have to write something 5 times to the PRG bank register, which I vaguely understand. If anyone could explain how to make this...
by raydempsey
Mon Jun 09, 2014 11:51 am
Forum: Newbie Help Center
Topic: Need instruction on how to save.
Replies: 32
Views: 9350

Re: Need instruction on how to save.

NESASM: .inesprg 2 ; 16k PRG .ineschr 1 ; 8k CHR .inesmir 1 ; 0 = horizontal mirroring, 1 = vertical mirroring .inesmap 0 ; 0 = NROM CA65: .segment "HEADER" INES_MAPPER = 0 ; 0 = NROM INES_MIRROR = 1 ; 0 = horizontal mirroring, 1 = vertical mirroring INES_SRAM = 0 ; 1 = battery backed SRA...
by raydempsey
Sun Jun 08, 2014 8:02 pm
Forum: Homebrew Projects
Topic: 2048 for NES/FC (includes source)
Replies: 61
Views: 35982

Re: 2048 for NES/FC (includes source)

I think I would have to see the animation of a scroll split. I do believe that the animation can be compromised but I'm not willing to do that. Since I'm not familiar with a scroll split, it would be good to understand how it works.
by raydempsey
Sun Jun 08, 2014 7:43 pm
Forum: Homebrew Projects
Topic: 2048 for NES/FC (includes source)
Replies: 61
Views: 35982

Re: 2048 for NES/FC (includes source)

If a person wants to use 9 background tiles (each game block 3x3), then there will need to be 3 leading sprites, 3 trailing sprites, and at least one sprite in the middle of each game block to show the score. That's 7 sprites to get the animation correct for one game block. There are scenarios where...