Search found 160 matches
- 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...
- 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...
- 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...
- 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...
- 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.
- 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.
- 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.
- 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...
- 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...
- 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.
- 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?
- 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...
- 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...
- 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.
- 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...