Search found 152 matches
- Thu Oct 18, 2018 12:00 pm
- Forum: Newbie Help Center
- Topic: More issues changing background tiles
- Replies: 3
- Views: 2912
More issues changing background tiles
So I'm trying to create an asteroid out of background tiles and I'm running into issues where garbage is showing up in my background under certain conditions. If I write 4 or 5 tiles to the background everything is fine. I am trying to copy over 4 entire rows of tiles starting with the top left corn...
- Wed Oct 17, 2018 4:26 pm
- Forum: Newbie Help Center
- Topic: NROM Mirroring
- Replies: 7
- Views: 3519
Re: NROM Mirroring
Anyway, if I can't change the mirroring I can just have the largest asteroids move horizontally only. Kinda boring, but this is just a learning project so it's not the end of the world. Thanks. If you asteroid is smaller than the screen, you can still scroll vertically and dynamically load/unload r...
- Wed Oct 17, 2018 3:29 pm
- Forum: Newbie Help Center
- Topic: NROM Mirroring
- Replies: 7
- Views: 3519
Re: NROM Mirroring
If you just want fixed 1-screen mirroring, you could target MMC1, ANROM, or mapper 28. I'm not going to use a mapper for this game. I'm just trying to get something done and trying to keep it as simple as possible. I want to figure out Mappers soon, but I'd like to get this game finished up this we...
- Wed Oct 17, 2018 2:51 pm
- Forum: Newbie Help Center
- Topic: NROM Mirroring
- Replies: 7
- Views: 3519
Re: NROM Mirroring
Only with some mapper. FDS might pedantically count as close enough to NROM, with mirroring control, for your purposes. Maybe. I was going to make the largest asteroids in my asteroids clone background tiles. They would all have to more in the same direction, but if I had it set up to mirror in all...
- Wed Oct 17, 2018 2:09 pm
- Forum: Newbie Help Center
- Topic: NROM Mirroring
- Replies: 7
- Views: 3519
NROM Mirroring
Can an NROM cart change it's mirroring on the fly? Or can that only be done with a mapper?
Thanks
Thanks
- Tue Oct 16, 2018 9:09 am
- Forum: Newbie Help Center
- Topic: Namtable woes
- Replies: 3
- Views: 2643
Re: Namtable woes
Actually you were right. I was setting $2000 to #%10011100 earlier than I thought I was.dougeff wrote:Are you sure PPU control $2000 is set to +1 mode and not +32 mode?
xxxx x0xx
This bit should be zero.
Thanks!
- Tue Oct 16, 2018 9:07 am
- Forum: Newbie Help Center
- Topic: Namtable woes
- Replies: 3
- Views: 2643
Re: Namtable woes
It was set to 0 because I'm writing to PPU Address $2000. Is that not right?dougeff wrote:Are you sure PPU control $2000 is set to +1 mode and not +32 mode?
xxxx x0xx
This bit should be zero.
Thanks
- Tue Oct 16, 2018 8:41 am
- Forum: Newbie Help Center
- Topic: Namtable woes
- Replies: 3
- Views: 2643
Namtable woes
When I was looking through rainwarrior's ca65 template, setting up the nametable seemed pretty straight forward. He was using the x and y register and looping 960 times doing a STA on $2007. I was able to play around with that code and thought I understood it. But when I'm trying that in the game I'...
- Mon Oct 15, 2018 5:19 pm
- Forum: Newbie Help Center
- Topic: I'm doing something wrong with background tiles
- Replies: 2
- Views: 2396
Re: I'm doing something wrong with background tiles
pubby wrote:Enable the BG bit in your writes to PPUMASK ($2001).
Well that was easy
Thanks!
- Mon Oct 15, 2018 5:10 pm
- Forum: Newbie Help Center
- Topic: I'm doing something wrong with background tiles
- Replies: 2
- Views: 2396
I'm doing something wrong with background tiles
I've tried this in both Mesen and FCEUX.
If I open up the nametable viewer in either of those emulators, it's filled in with the default background tile (a starfield). The actual background in the game is appearing as plain black for some reason.
Any suggestions?
Thanks
If I open up the nametable viewer in either of those emulators, it's filled in with the default background tile (a starfield). The actual background in the game is appearing as plain black for some reason.
Any suggestions?
Thanks
- Sun Oct 14, 2018 4:46 pm
- Forum: Newbie Help Center
- Topic: Strategy for managing register values
- Replies: 20
- Views: 8654
Re: Strategy for managing register values
*forehead slap*pubby wrote: You can't allocate variables in ROM.
I keep forgetting about the hardware details.
Thanks
- Sun Oct 14, 2018 2:36 pm
- Forum: Newbie Help Center
- Topic: Strategy for managing register values
- Replies: 20
- Views: 8654
Re: Strategy for managing register values
One mistake I made was to give a temp variable a pseudonym (like local_X = temp3). I thought it would make it clearer about what the temp variable was doing. But then I used another function which clobbered the same variable, and I couldn't figure out the problem because of the alternate name for t...
- Sun Oct 14, 2018 1:41 pm
- Forum: Newbie Help Center
- Topic: Strategy for managing register values
- Replies: 20
- Views: 8654
Re: Strategy for managing register values
ahh, but 6502 assembly is part of the charm of NES developmentpubby wrote:The foolproof way to never clobber registers is to use an actual programming language
- Sun Oct 14, 2018 10:43 am
- Forum: Newbie Help Center
- Topic: Strategy for managing register values
- Replies: 20
- Views: 8654
Re: Strategy for managing register values
My idea is to mention in the comments what registers are being used, so that you can remember. In the case of macros, you can also require the registers to use as arguments to the macro. (I have done both of these things.) I've been doing the comment thing, but my problem is I don't always go back ...
- Sun Oct 14, 2018 10:12 am
- Forum: Newbie Help Center
- Topic: Strategy for managing register values
- Replies: 20
- Views: 8654
Strategy for managing register values
Ok, so this may be a really stupid question, but I just spent several hours debugging some weird behavior in the game I'm working on just to realize the problem was I have a macro that was clobbering the value in my x register. My main question is what strategy do developers use to make sure they ar...