Search found 152 matches

by battagline
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...
by battagline
Tue Sep 11, 2018 12:58 pm
Forum: NESdev
Topic: NES Classic Mapper support
Replies: 6
Views: 3969

Re: NES Classic Mapper support

Dwedit wrote:Will it do DXROM games if you change the mapper to MMC3?
Which games use DXROM, and how do you change the mapper on it?
by battagline
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.
by battagline
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...
by battagline
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
by battagline
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...
by battagline
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 ...
by battagline
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...
by battagline
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...
by battagline
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...
by battagline
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.
by battagline
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
by battagline
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 ...
by battagline
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...
by battagline
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!