Search found 141 matches
- Tue May 15, 2018 11:57 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Controller false inputs
- Replies: 7
- Views: 3573
Controller false inputs
I have a few (3) controllers that are giving false inputs on the start button. Sometimes on its own an sometimes shortly after A or B is pressed (not sure if this is coincidence). All of them have the exact same issue. I tried opening the controllers, but I don't see anything obvious that could caus...
- Fri May 11, 2018 6:39 am
- Forum: NES Graphics
- Topic: NES Screen Tool
- Replies: 293
- Views: 215237
Re: NES Screen Tool
Regardless of this I'm still getting "Wrong file size" error from loading a file of 32k in size.Load CHR file with size of 1K, 2K, 4K, 8K, or other size of multiple of 16.
EDIT: This seems to happen with 16k files as well. This is weird since both of tese are in a multiple of 16.
- Sun Apr 29, 2018 3:07 am
- Forum: Newbie Help Center
- Topic: SusiKette's project help thread
- Replies: 25
- Views: 9650
Re: SusiKette's project help thread
What about screens? I'm using them as a part of the compression as well. It'd be easier to loop sections of the level that way when you can just repeat the same screen multiple times. EDIT: As a reference my level data looks like this: MetatileList: T00: ; blank tile .db $00,$00,$00,$00 T01: ; test ...
- Sat Apr 28, 2018 12:16 pm
- Forum: Newbie Help Center
- Topic: SusiKette's project help thread
- Replies: 25
- Views: 9650
Re: SusiKette's project help thread
I've been trying to figure out a way to do the level data decoding but I haven't really been making much progress at all and I'm starting to feel like I need a bit more help on it. Maybe some example code or something?
- Tue Apr 24, 2018 11:59 pm
- Forum: Newbie Help Center
- Topic: SusiKette's project help thread
- Replies: 25
- Views: 9650
Re: SusiKette's project help thread
If you use 256 or less unique rows per level you can cut the space they take by half, since you can use byte-sized indices to lookup the pointers to the compressed row data. That would be really nice (and maybe a bit easier too), however it entirely depends on the stage's design. Maybe I should tak...
- Mon Apr 23, 2018 2:49 am
- Forum: Newbie Help Center
- Topic: SusiKette's project help thread
- Replies: 25
- Views: 9650
Re: SusiKette's project help thread
Now that you mention it I remember that begin the case. I guess I forgot it during the BRK I had from asm. Next up would be background update. I want to try to make the actual code on my own at first, but I need a "hint" to help a bit. So my question is: What lookup tables do I need (aside...
- Fri Apr 20, 2018 5:42 am
- Forum: Newbie Help Center
- Topic: SusiKette's project help thread
- Replies: 25
- Views: 9650
Re: SusiKette's project help thread
The palette fading itself seems to work perfectly, although for some reason during this process the screen is shaking. It might be some weird thing with the PPU that I'm not aware of since the variables I'm loading to the $2005 register stay at #$00 the entire time. I'm once again including both sou...
- Thu Apr 19, 2018 11:51 pm
- Forum: Newbie Help Center
- Topic: SusiKette's project help thread
- Replies: 25
- Views: 9650
Re: SusiKette's project help thread
You were pretty fast with replying. I was in the middle of editing my post when you posted :p Fading in might work if you either store the target palette to RAM or use indices based on where the target palette is located. One method of implementing the fader could be by having it as a part of the pa...
- Thu Apr 19, 2018 11:05 pm
- Forum: Newbie Help Center
- Topic: SusiKette's project help thread
- Replies: 25
- Views: 9650
Re: SusiKette's project help thread
Now that I have the palette update working when using stack, I guess I should do a palette fader next. I probably need some simple example to help me getting started and then possibly edit to fit my needs better. Edit: A couple of ways that came in mind for this: 1. Subtract #$10 from the color (or ...
- Tue Apr 17, 2018 8:07 am
- Forum: Newbie Help Center
- Topic: SusiKette's project help thread
- Replies: 25
- Views: 9650
Re: SusiKette's project help thread
Banks really are just 8KB segments in NESASM... *cut* Thanks for taking the time to make such a long post :) Everything is working as it should for now. Now for the next set of questions: 1. If I have, lets say a 64kb chr file and I put it like this: .bank 0 .incbin "64kb_file.chr" Can NE...
- Tue Apr 17, 2018 2:17 am
- Forum: Newbie Help Center
- Topic: SusiKette's project help thread
- Replies: 25
- Views: 9650
SusiKette's project help thread
Instead of making new threads every time I have a problem or something to ask, I decided to make a one thread that I post whenever I'm in need of help. After several years of not doing any NES stuff, I'm trying to remember things. I'm currently making the initialization code. The only functions if d...
- Sun Apr 15, 2018 1:07 am
- Forum: Newbie Help Center
- Topic: What addressing mode should I use here?
- Replies: 2
- Views: 2274
Re: What addressing mode should I use here?
That's exactly what I was looking for, thanks 
- Sat Apr 14, 2018 3:18 am
- Forum: Newbie Help Center
- Topic: What addressing mode should I use here?
- Replies: 2
- Views: 2274
What addressing mode should I use here?
I want to buffer different kinds of data in RAM ready for the NMI to update. I want to use the same subroutine to buffer all data and use variables to tell the subroutine where to buffer the data and how many bytes. So I need to store the address of the data table to RAM in order to read from it, bu...
- Sat Apr 14, 2018 3:11 am
- Forum: Newbie Help Center
- Topic: NESASM3 - "Cannot open file!" error
- Replies: 5
- Views: 2886
Re: NESASM3 - "Cannot open file!" error
it seems that the reason for the error was simply a typo. I thought the file had some issue in it.
- Fri Apr 13, 2018 1:23 pm
- Forum: Newbie Help Center
- Topic: NESASM3 - "Cannot open file!" error
- Replies: 5
- Views: 2886
NESASM3 - "Cannot open file!" error
The title is very self explanatory. This error appears when it tries to include the *.chr file to the ROM. What could be causing this?