Search found 101 matches
- Tue Mar 20, 2018 4:20 pm
- Forum: Newbie Help Center
- Topic: Background Splicer
- Replies: 7
- Views: 2868
Re: Background Splicer
I have a couple more questions to think about that may inform the design of data structures for your scrolling engine: Do you plan to use one-way ratchet scrolling (like Super Mario Bros. and Contra ) or allow backtracking two ways (like Mega Man and Castlevania )? If a group of tiles appear only a...
- Tue Mar 20, 2018 11:17 am
- Forum: Newbie Help Center
- Topic: Background Splicer
- Replies: 7
- Views: 2868
Re: Background Splicer
It looks to me like he meant 20 screens, each 256 pixels wide. Yes, at least 20 screens if not more. Didn't tepples have a tool that does exactly this? Is it available somewhere to try? What is it called? Regardless... coming up with a palette is part of the development process, and I prefer to do ...
- Tue Mar 20, 2018 5:18 am
- Forum: Newbie Help Center
- Topic: Background Splicer
- Replies: 7
- Views: 2868
Background Splicer
Before I start writing my own program, I want to see if something already exists. I have a very large background (20×256 pixels) for a side scrolling beat'em up game. The background is very detailed with lots of unique tiles (several thousand). I'm using the MMC3 512/256 board so I have ample amount...
- Mon Mar 12, 2018 3:43 pm
- Forum: Newbie Help Center
- Topic: IRQ Templates and Best Practices?
- Replies: 15
- Views: 5113
Re: IRQ Templates and Best Practices?
UPDATE: Well that worked. I removed the PPUMASK write that was at the end of the initialization code and put it at the end of the update code. In both positions it immediately followed a BIT wait, so I am not sure why the difference in position caused the problem. Now the left image is blank which w...
- Mon Mar 12, 2018 3:28 pm
- Forum: Newbie Help Center
- Topic: IRQ Templates and Best Practices?
- Replies: 15
- Views: 5113
Re: IRQ Templates and Best Practices?
I deleted my last post because I found some obvious errors causing it not to work. It works now except for one little issue. If I set a breakpoint on the IRQ's Indirect JMP (1F:C13E) in FCEUX and press select on the first screen. For the first two 2 triggers of the IRQ, I get the image on the left. ...
- Sun Mar 11, 2018 9:40 pm
- Forum: Newbie Help Center
- Topic: IRQ Templates and Best Practices?
- Replies: 15
- Views: 5113
Re: IRQ Templates and Best Practices?
From my understanding the HBlank is about 12 cycles. I'm trying to get my timing down. 1. When the IRQ triggers does the first line of code in the IRQ subroutine excute at 0 cycles or some offset that compensates for the vector jump and stack manipulation? I've seen that the first line starts after ...
- Fri Mar 09, 2018 4:48 am
- Forum: Newbie Help Center
- Topic: IRQ Templates and Best Practices?
- Replies: 15
- Views: 5113
Re: IRQ Templates and Best Practices?
I don't think I'm asking the right question. Let me try this again. Here some examples I'm trying to figure out. Please correct me if I've made a mistake in my thought process. CASE 1: Let's say I want a single IRQ split around scanline 32. I could have a horizontal scrolling game with the status ba...
- Thu Mar 08, 2018 9:42 pm
- Forum: Newbie Help Center
- Topic: IRQ Templates and Best Practices?
- Replies: 15
- Views: 5113
Re: IRQ Templates and Best Practices?
At this point I'm only trying to implement an IRQ that changes the scrolling (for splitscreen and parallax effects). Would anyone be willing to share their code on how they did this? Especially for multiple screen splits.
Thank you!
Thank you!
- Thu Mar 08, 2018 3:37 pm
- Forum: Newbie Help Center
- Topic: IRQ Templates and Best Practices?
- Replies: 15
- Views: 5113
IRQ Templates and Best Practices?
I am programming the MMC3 in ASM6 and am at a point where I need to use its IRQs. Is there any templates or best practices for filling in the IRQ subroutine? Here is the basic template I was considering: 1. Save Registers 2a. Indirect Jump to local IRQ code ending with a direct jump back to main IRQ...
- Tue Feb 27, 2018 2:29 pm
- Forum: Newbie Help Center
- Topic: Setting up CHR Banks for MMC3 in ASM6
- Replies: 5
- Views: 2925
Re: Setting up CHR Banks for MMC3 in ASM6
Thank You, Kasumi!
I think the problem in my head was that I thought the asm6 compiler handled the reorganization of the CHR banks to the end of the ROM file. Probably because I've been working with CHR RAM for too long.
I think the problem in my head was that I thought the asm6 compiler handled the reorganization of the CHR banks to the end of the ROM file. Probably because I've been working with CHR RAM for too long.
- Tue Feb 27, 2018 1:00 pm
- Forum: Newbie Help Center
- Topic: Setting up CHR Banks for MMC3 in ASM6
- Replies: 5
- Views: 2925
Re: Setting up CHR Banks for MMC3 in ASM6
I thought I understood what I needed to do, but it isn't working correctly. I have attached the project ZIP file. Here is my reset code which I think is causing the problem. Using FCEUX debugger it seems that two things are happening 1. Nothing is shown in the addresses "1F:C000" onward 2....
- Wed Feb 21, 2018 10:52 am
- Forum: Newbie Help Center
- Topic: Setting up CHR Banks for MMC3 in ASM6
- Replies: 5
- Views: 2925
Setting up CHR Banks for MMC3 in ASM6
Kasumi does a really go job of explaining how to get PRG ROM bankswitching on the MMC3 to work in ASM6. http://forums.nesdev.com/viewtopic.php?f=2&t=16781 What is the prefered method for setting up CHR ROM banks for the MMC3 in ASM6? The table given in the wiki for accessing these banks is missi...
- Mon Feb 12, 2018 7:26 pm
- Forum: NES Graphics
- Topic: RPG Village Advice
- Replies: 6
- Views: 6558
Re: RPG Village Advice
Just to clarify. The bottom part of the house isn't suppose to look like a gate. It's suppose to be the support beams that elevate the house slightly (typical of those homes)pubby wrote:The shading on the top of the upper-right structure and the gate looks weird.
- Mon Feb 12, 2018 7:06 pm
- Forum: NES Graphics
- Topic: RPG Village Advice
- Replies: 6
- Views: 6558
Re: RPG Village Advice
The shading on the top of the upper-right structure and the gate looks weird. That building was suppose to be an elevated storage building with a ramp leading up to it. I had issues trying to make it look right. The shadow was suppose to be of the ramp. This is a fairly quick edit: I like it. Gives...
- Mon Feb 12, 2018 3:58 pm
- Forum: NES Graphics
- Topic: RPG Village Advice
- Replies: 6
- Views: 6558
RPG Village Advice
I'm working on a Japanese themed Final Fantasy style RPG. Here is my attempt at making the outside of the hero's home. I am eventually going to build out the rest of the village but before I went too much further I'd like some more eyes on it. I'm about 92% happy with it. Most of that is the roof of...