Search found 152 matches
- Tue Sep 11, 2018 1:23 pm
- Forum: Newbie Help Center
- Topic: How to load full nametable from PRG?
- Replies: 15
- Views: 6794
Re: How to load full nametable from PRG?
In NES Screen Tool: Nametable, Save Nametable and Attributes, select RLE packed binary from the dropdown menu. Include "rle.asm" in your project, write the address of where the data should start in the PPU to $2006 then jsr to unrle with the address of the data itself in X and Y. I just t...
- Tue Sep 11, 2018 12:58 pm
- Forum: NESdev
- Topic: NES Classic Mapper support
- Replies: 6
- Views: 3969
Re: NES Classic Mapper support
Which games use DXROM, and how do you change the mapper on it?Dwedit wrote:Will it do DXROM games if you change the mapper to MMC3?
- Mon Sep 10, 2018 8:27 pm
- Forum: NESdev
- Topic: NES Classic Mapper support
- Replies: 6
- Views: 3969
Re: NES Classic Mapper support
Thanks!
I'm a bit embarrassed I didn't think to look through the Hakchi FAQ.
I'm a bit embarrassed I didn't think to look through the Hakchi FAQ.
- Mon Sep 10, 2018 5:49 pm
- Forum: NESdev
- Topic: Confusion about BIT opcode
- Replies: 15
- Views: 5066
Re: Confusion about BIT opcode
Ah, yes, that slipped my mind. Corrected. Anyway, if you forget about BIT except as an instruction that polls $2002 you'd probably be able to go a long way in NES programming without ever really needing it for anything else. Thanks again for your help. I'm just trying to understand what is going on...
- Mon Sep 10, 2018 5:30 pm
- Forum: NESdev
- Topic: NES Classic Mapper support
- Replies: 6
- Views: 3969
NES Classic Mapper support
Does anyone happen to know the Mappers that are supported by the NES Classic's built in emulator?
Thanks for your help and sorry for all the noob questions
Thanks for your help and sorry for all the noob questions
- Mon Sep 10, 2018 1:42 pm
- Forum: NESdev
- Topic: Confusion about BIT opcode
- Replies: 15
- Views: 5066
Re: Confusion about BIT opcode
Ok, I'm still a little confused, but here is what I think Brad is doing... please feel free to correct me if I'm wrong. 1.) Use BIT to copy the value of the 7th bit into the N flag in the status register 2. ) Use BPL (Branch on Plus) to continue looping as long as that flag is set to 0. Since the 7t...
- Mon Sep 10, 2018 1:03 pm
- Forum: NESdev
- Topic: Confusion about BIT opcode
- Replies: 15
- Views: 5066
Confusion about BIT opcode
Hi Everyone, I'm going through Brad Smith's (rainwarrior) ca65 example, and I'm confused about how the BIT opcode works. Inside of his reset, he's doing a bit operation on the PPU STATUS ($2002) register and I'm trying to figure out why bpl (Branch on Plus) is used to branch back around waiting for ...
- Fri Sep 07, 2018 12:05 pm
- Forum: NESdev
- Topic: Having trouble with rainwarrior's ca65 template
- Replies: 9
- Views: 3933
Re: Having trouble with rainwarrior's ca65 template
You could put them both together in an 8k file if you want. I can't tell you how to use YY-CHR, but 256 8x8 tiles is 4kb of CHR. (256 = 16x16, and I assuming you were counting sprite tiles as 16 per row?) Each tile is 16 bytes of CHR data. (2 bits per pixel / bpp) All right! So it looks like yy-chr...
- Fri Sep 07, 2018 11:36 am
- Forum: NESdev
- Topic: Having trouble with rainwarrior's ca65 template
- Replies: 9
- Views: 3933
Re: Having trouble with rainwarrior's ca65 template
Well, I suspect a similar problem as in your other post . Most likely this sounds like your CHR file is too small. What is its size? You can divide the CHR up into separate files however you like, and incbin them all in the TILES segment. The first 4kb goes to background, the second 4kb goes to spr...
- Fri Sep 07, 2018 11:14 am
- Forum: NESdev
- Topic: Having trouble with rainwarrior's ca65 template
- Replies: 9
- Views: 3933
Having trouble with rainwarrior's ca65 template
So I've been playing around with rainwarrior's ca65 template, and when I change out the background tiles, the sprites disappear from the PPU Viewer in FCEUX, and no cursor shows up. If I swap out the sprite file I don't have the same issue. I'm not sure what's going on here, I've tried sizing it the...
- Thu Sep 06, 2018 11:50 am
- Forum: NESdev
- Topic: Segment `TILES' overflows memory area `CHR' by 4096 bytes
- Replies: 14
- Views: 6450
Re: Segment `TILES' overflows memory area `CHR' by 4096 byte
Thanks guys that's super helpful! It's been a few decades since I've had to worry about memory allocation at even close to this level of detail.
- Thu Sep 06, 2018 11:01 am
- Forum: NESdev
- Topic: Segment `TILES' overflows memory area `CHR' by 4096 bytes
- Replies: 14
- Views: 6450
Re: Segment `TILES' overflows memory area `CHR' by 4096 byte
You know, maybe I'm just dense, but I'm still not sure I understand the reason you would use BSS over any other vanilla segment. It sounds like it's just a segment that doesn't start off being initialized to anything, but I'm not even certain I'm right about that.
Thanks
Thanks
- Thu Sep 06, 2018 10:08 am
- Forum: NESdev
- Topic: Segment `TILES' overflows memory area `CHR' by 4096 bytes
- Replies: 14
- Views: 6450
Re: Segment `TILES' overflows memory area `CHR' by 4096 byte
In the case of your "TILES" segment, it depends on what kind of ROM you're making, and I don't know what's in you .cfg but I'd gues it probably goes into a memory block called something like "CHR" that's 8kb in size. Actually I think you may have made this template I'm using. I ...
- Thu Sep 06, 2018 9:16 am
- Forum: NESdev
- Topic: Segment `TILES' overflows memory area `CHR' by 4096 bytes
- Replies: 14
- Views: 6450
Segment `TILES' overflows memory area `CHR' by 4096 bytes
I'm guessing I have too much code or possibly data from a .chr in one segment, but I'm pretty new to programming for the NES, so if anyone would be willing to provide me with a brief explaination of 1.) How segments work 2.) How you prevent them from overflowing it would really help me out. Sorry fo...
- Wed Sep 05, 2018 6:28 pm
- Forum: NESdev
- Topic: What does lda #>oam do?
- Replies: 5
- Views: 3921
Re: What does lda #>oam do?
Ok, that makes sense. I've been looking through the documentation online, and just haven't been able to find it listed. I'm using ca65 btw.
Thanks for your help!
Thanks for your help!