Search found 101 matches
- Mon Jan 08, 2018 10:02 am
- Forum: Newbie Help Center
- Topic: Strange Timing Bug
- Replies: 16
- Views: 4875
Re: Strange Timing Bug
Here is my constant declaration header and how I handle the True/False. Probably not the best way, but it helps me to differentiate between CPU variables (those defined using .dsb/dsw that have a memory location), compiler variables (such as PRGCOUNT), and compiler enumerations (TRUE/FALSE). PRGCOUN...
- Fri Jan 05, 2018 8:05 am
- Forum: Newbie Help Center
- Topic: Strange Timing Bug
- Replies: 16
- Views: 4875
Re: Strange Timing Bug
TRUE/FALSE are values, not variables so I decided not to use the # to deferentiate.Memblers wrote:Shouldn't you have LDA #TRUE instead of LDA TRUE?
My normal convention for variables IS to use the #.
- Thu Jan 04, 2018 8:48 pm
- Forum: Newbie Help Center
- Topic: Strange Timing Bug
- Replies: 16
- Views: 4875
Re: Strange Timing Bug
Most likely that is the problem. The initialization code for that screen begins with ; Disable Rendering LDX #$00 STX $2001 ; disable rendering ; Set NMI to Wait LDA TRUE STA FLAG.NMI.Wait And ends with ; Set NMI FLAGS LDA FALSE STA FLAG.NMI.Wait LDA TRUE STA FLAG.NMI.Update.Sprites.Palette STA FLAG...
- Thu Jan 04, 2018 1:59 pm
- Forum: Newbie Help Center
- Topic: Strange Timing Bug
- Replies: 16
- Views: 4875
Re: Strange Timing Bug
Here is the FCEUX debugger code. It looks like 00:82D2 00:82C2:AD 02 20 LDA PPU_STATUS = #$40 00:82C5:A9 00 LDA #$00 00:82C7:8D 06 20 STA PPU_ADDRESS = #$02 00:82CA:8D 06 20 STA PPU_ADDRESS = #$02 00:82CD:A2 09 LDX #$09 00:82CF:EA NOP 00:82D0:A0 00 LDY #$00 00:82D2:B1 10 LDA ($10),Y @ $B740 = #$00 0...
- Thu Jan 04, 2018 1:44 pm
- Forum: Newbie Help Center
- Topic: Strange Timing Bug
- Replies: 16
- Views: 4875
Strange Timing Bug
I wrote some code to load pattern tiles onto the PPU, but I am having a strange bug I cannot seem to figure out. The code is below. I am using FCEUX 2.2.3, New PPU enabled. The pattern table I have included has NINE pages (or 9 x 16 tiles = 2304 bytes). When I set NUMPAGES to 9 all I get is a gray s...
- Wed Dec 13, 2017 2:10 pm
- Forum: General Stuff
- Topic: Retro-Innovation!
- Replies: 2
- Views: 1769
Retro-Innovation!
I wanted to let you all know that I'm going to be name dropping this community at a speech I've been invited to give for the military in Hawaii! A portion of the speech is how I found inspiration and solutions to current problems through the accomplishments and retro-innovations of this community! H...
- Mon Oct 23, 2017 12:29 pm
- Forum: Newbie Help Center
- Topic: How do You Define Sprite Animation?
- Replies: 3
- Views: 1934
Re: How do You Define Sprite Animation?
Thanks Everyone! I hadn't though about doing it that way, makes it much easier.
- Thu Oct 19, 2017 11:11 am
- Forum: Newbie Help Center
- Topic: How do You Define Sprite Animation?
- Replies: 3
- Views: 1934
How do You Define Sprite Animation?
If I want to to define a sprite animation my AMS6 code structure looks like this: DAT.Animation.Pacman.Walk: .db $08 ; Animation Timer Speed (Number of NMIs before transition) .db $03 ; Animation # of Frames .dw DAT.Sprite.Pacman.Walk3 .dw DAT.Sprite.Pacman.Walk2 .dw DAT.Sprite.Pacman.Walk1 .dw DAT....
- Tue Aug 22, 2017 5:20 am
- Forum: NES Graphics
- Topic: Burnout for the Non-Artist
- Replies: 4
- Views: 4976
Re: Burnout for the Non-Artist
I guess you are just lying and like doing it, I cannot imagine you doing it at that quality while hating to do it. It's an inefficient use of my time. Yes I could make good art, but EACH of those pieces took me about 40 hours. The first and last images for the RPG had reference images that I mostly...
- Mon Aug 21, 2017 12:44 pm
- Forum: NES Graphics
- Topic: Burnout for the Non-Artist
- Replies: 4
- Views: 4976
Burnout for the Non-Artist
I'm not an artist. I'd rather be programming than doing art assets, but I'm finding that I'm spending 99% of my time doing pixel art in MS Paint / NESST instead. It's really frustrating and I'm getting burnt out very quickly. Currently, I have TWO games I am working on. First is multi-mini game cart...
- Tue Aug 08, 2017 1:48 pm
- Forum: Newbie Help Center
- Topic: Level Creation and World Maps
- Replies: 7
- Views: 2686
Level Creation and World Maps
What tools do people use to create levels or world maps (something with more than 1 nametable)?
I need to work on a world MAP for an RPG for the NES and am curious what tools are out there. Thank you!
I need to work on a world MAP for an RPG for the NES and am curious what tools are out there. Thank you!
- Fri Aug 04, 2017 10:24 am
- Forum: Newbie Help Center
- Topic: CHR-RAM Image Corruption Issue
- Replies: 6
- Views: 1960
Re: CHR-RAM Image Corruption Issue
Normally you wouldn't be doing this kind of heavy VRAM updating in the NMI, which is more for incremental frame-to-frame updates, so my guess is that you have multiple NMIs firing before the previous instances have time to finish (i.e. they're taking longer than a frame to finish), and they end up ...
- Fri Aug 04, 2017 9:24 am
- Forum: Newbie Help Center
- Topic: CHR-RAM Image Corruption Issue
- Replies: 6
- Views: 1960
Re: CHR-RAM Image Corruption Issue
I have this when I'm simply waiting for an NMI call, but the Wait.Frame specifically watches the frame count variable for a change in value. If I'm doing partial frame updates in each NMI, I can use my code to wait over several NMIs before continuing.
- Fri Aug 04, 2017 9:05 am
- Forum: Newbie Help Center
- Topic: CHR-RAM Image Corruption Issue
- Replies: 6
- Views: 1960
Re: CHR-RAM Image Corruption Issue
I thought that too so I tried adding a disable NMI command (STA $2000) at the beginning of the NMI to see if that would fix the problem and it didn't. It made it worse. I also tried using the debugger in FCEUX to see if a second NMI is being triggered before I complete the loop (using breakpoints) a...
- Fri Aug 04, 2017 8:41 am
- Forum: Newbie Help Center
- Topic: CHR-RAM Image Corruption Issue
- Replies: 6
- Views: 1960
CHR-RAM Image Corruption Issue
I'm trying to use CHR-RAM but am having a problem when I try to copy the pattern table data from PRG ROM. Here is my NMI Code LBL.NMI: PHA TXA PHA TYA PHA LDA FLAG.NMI.Update.Background BNE LBL.NMI.LoadBackground JMP LBL.NMI.LoadTiles LBL.NMI.LoadBackground: LDA FALSE STA FLAG.NMI.Update.Background ...