Search found 46 matches
- Mon Nov 30, 2015 3:48 pm
- Forum: Newbie Help Center
- Topic: Basic NES Screen Tool question
- Replies: 20
- Views: 6442
Re: Basic NES Screen Tool question
Most games store their nametables as 2x2 or 4x4 blocks rather than trying to store every tile, which cuts the base data down by a factor of 4 or 16, and then you can do some kind of compression on top of that too. Simple RLE on a raw 1k nametable is good enough for some purposes, but it's very inef...
- Mon Nov 30, 2015 12:53 pm
- Forum: Newbie Help Center
- Topic: Boundaries check when speed> 1 pixel
- Replies: 2
- Views: 1582
Re: Boundaries check when speed> 1 pixel
if the player is at pixel 1 and it moves 2 pixels to left I cannot compare against -1. Same would go if I move right and cross up to say 257 which overflows the byte. You can if you use signed 16-bit coordinates, which give you a range of -32768 to 32767. You don't have to though. As long as the pl...
- Mon Nov 30, 2015 10:07 am
- Forum: Newbie Help Center
- Topic: Boundaries check when speed> 1 pixel
- Replies: 2
- Views: 1582
Boundaries check when speed> 1 pixel
I want to stop the player from crossing the screen sides, I managed to do that when speed is 1. But when is over that I ran into this problem, if the player is at pixel 1 and it moves 2 pixels to left I cannot compare against -1. Same would go if I move right and cross up to say 257 which overflows ...
- Mon Nov 30, 2015 6:24 am
- Forum: Newbie Help Center
- Topic: Basic NES Screen Tool question
- Replies: 20
- Views: 6442
Re: Basic NES Screen Tool question
Yes I will need to do somekind of compression. I have 2 questions I have Im mind related, how many, give or take of course, uncompressed screen will a normal size cart handle?
I have not seen the RLE compress feature in NES ST, can somebody confirm?
I have not seen the RLE compress feature in NES ST, can somebody confirm?
- Sun Nov 29, 2015 7:11 pm
- Forum: Newbie Help Center
- Topic: Basic NES Screen Tool question
- Replies: 20
- Views: 6442
Re: Basic NES Screen Tool question
You can look at the palette in FCEUX, you know. Nametables also. (I'm not sure if FCEUX can display attribute table values, but Nintendulator can show those ones as well.) I keep forgetting about these tools. I did point me to my issue, I was loading a diff palette based on the room and I was point...
- Sun Nov 29, 2015 6:54 pm
- Forum: Newbie Help Center
- Topic: Basic NES Screen Tool question
- Replies: 20
- Views: 6442
Re: Basic NES Screen Tool question
That matches the data. So, I was misunderstanding at first. The above pictures are unrelated to current problem? I will summarize, the problem is seen here: http://i67.tinypic.com/1zxxlj4.png http://i67.tinypic.com/2z6imvc.png My code to load the name table is: Room0: .incbin "demo.nam" ;...
- Sun Nov 29, 2015 6:39 pm
- Forum: Newbie Help Center
- Topic: Basic NES Screen Tool question
- Replies: 20
- Views: 6442
Re: Basic NES Screen Tool question
dougeff wrote:In FCEUX, open hex editor, set view = PPU, and scroll down to 23c0. What numbers are you getting?

- Sun Nov 29, 2015 6:10 pm
- Forum: Newbie Help Center
- Topic: Basic NES Screen Tool question
- Replies: 20
- Views: 6442
Re: Basic NES Screen Tool question
Atribute table for Room 1 was generated by hand but so far seems to be working fine. The problem I present is with Room 0 where the attribute table is included in the .nam file created by the NES Screen Tool.
- Sun Nov 29, 2015 5:24 pm
- Forum: Newbie Help Center
- Topic: Basic NES Screen Tool question
- Replies: 20
- Views: 6442
Re: Basic NES Screen Tool question
How are you uploading the palette? LoadGamePalettes: LoadPalettes: LDA $2002 ; read PPU status to reset the high/low latch LDA #$3F STA $2006 ; write the high byte of $3F00 address LDA #$00 STA $2006 ; write the low byte of $3F00 address LDX #$00 ; start out at 0 LoadPalettesLoop: LDA roomindex CMP...
- Sun Nov 29, 2015 5:17 pm
- Forum: Newbie Help Center
- Topic: Basic NES Screen Tool question
- Replies: 20
- Views: 6442
Re: Basic NES Screen Tool question
I got the name table working as an .incbin of 1024, but there is something off with the attributes or the pallete: http://i67.tinypic.com/1zxxlj4.png http://i67.tinypic.com/2z6imvc.png My pallete section matches the program as I copied the pal ASM here to be sure: palette: .db $0f,$00,$10,$30 ,$0f,$...
- Sun Nov 29, 2015 8:44 am
- Forum: Newbie Help Center
- Topic: Basic NES Screen Tool question
- Replies: 20
- Views: 6442
Basic NES Screen Tool question
When I draw screen (just 1 screen size) and export name table I get a 960 bytes and its not hex numbers as I expected. I load my screens as .db $03, $06 etc. and just 1 screen size I have no scrolling. My goal is just to draw 1 screen for now with the tool, instead of by hand on the .db(s) as I do n...
- Sat Nov 28, 2015 6:41 pm
- Forum: Newbie Help Center
- Topic: Flash sprite on hit
- Replies: 2
- Views: 1778
Flash sprite on hit
What would be the techniques available to flash (make white) a sprite on a hit? (I got the collision in place now).
- Sat Nov 28, 2015 11:31 am
- Forum: Newbie Help Center
- Topic: Selling Homebrews?
- Replies: 15
- Views: 5345
Re: Selling Homebrews?
Is there a market out there for this? Meaning that you would be a substancial amount of money to at least not let you die of hunger?
- Thu Nov 26, 2015 11:44 am
- Forum: NESdev
- Topic: Help with a bug..
- Replies: 21
- Views: 5520
Re: Help with a bug..
Thanks a lot! I was struggling with this for a while.
- Wed Nov 25, 2015 10:15 am
- Forum: NESdev
- Topic: Help with a bug..
- Replies: 21
- Views: 5520
Re: Help with a bug..
OK, so it works on previous version 2.2.1
I saw the debugger window, but I have no idea how to go from here;
Can someone walk-me through just do watch the value of 1 variable?
I saw the debugger window, but I have no idea how to go from here;
Can someone walk-me through just do watch the value of 1 variable?