Search found 56 matches

by NeverCameBack
Thu Apr 23, 2020 8:11 pm
Forum: Newbie Help Center
Topic: Understanding the .bank label a bit better
Replies: 4
Views: 2521

Re: Understanding the .bank label a bit better

Thanks - That helps. It is NASM as per Nerdy Nights (my guide). I did get my rom to work eventually, although I had to change the ".inesprg 2 ; 1x 16KB PRG code" directive at the top. As of now I have a "game" with four screens, and music plays if you press up. But I'm almost out...
by NeverCameBack
Tue Apr 21, 2020 11:33 am
Forum: Homebrew Projects
Topic: Music ROM - "Super 9999 in 1" by Nuclear Mushroom Boom
Replies: 14
Views: 9586

Re: Music ROM - "Super 9999 in 1" by Nuclear Mushroom Boom

Hey I'm listening to it now on emulator. Amazing music! I'm putting it on my SD card now to listen on the real hardware. Thank you! Did you listen or the real hardware? What is your hardware? NES or Famicom? I did listen on real hardware too - I'm on a US NES, so an NTSC front loader. It worked jus...
by NeverCameBack
Tue Apr 21, 2020 11:28 am
Forum: Newbie Help Center
Topic: Understanding the .bank label a bit better
Replies: 4
Views: 2521

Understanding the .bank label a bit better

Does the .bank label need to go with a specific location in memory? Example: Does Bank 0 always need to have .org $8000 below it? ; Sound engine goes here: .bank 0 .org $8000 .include "sound_engine.asm" ; Nothing here for now: .bank 1 .org $A000 ; RESET, NMI, "Main" program goes ...
by NeverCameBack
Sun Mar 29, 2020 1:27 pm
Forum: Newbie Help Center
Topic: Best way to get from Famitracker to useable ASM code?
Replies: 8
Views: 4782

Re: Best way to get from Famitracker to useable ASM code?

A converter reads FamiTracker's text export and converts the sequence and instrument data into a compact format usable by a driver. Then at runtime, the driver reads the sequence and instrument data and performs the appropriate writes to $4000-$4013 to play it back. So in other words, a converter i...
by NeverCameBack
Sun Mar 29, 2020 11:49 am
Forum: Newbie Help Center
Topic: Best way to get from Famitracker to useable ASM code?
Replies: 8
Views: 4782

Re: Best way to get from Famitracker to useable ASM code?

I downloaded NSD.Lib and may try to get working with that once I figure out how to do it with the Famitracker. Even with NSD.Lib, wouldn't you still end up with a file or list of data that you'd have to write into $4000 - $4003, once per "x" number of frames, and again for each instrument?...
by NeverCameBack
Sat Mar 28, 2020 11:44 pm
Forum: Homebrew Projects
Topic: Music ROM - "Super 9999 in 1" by Nuclear Mushroom Boom
Replies: 14
Views: 9586

Re: Music ROM - "Super 9999 in 1" by Nuclear Mushroom Boom

Hey I'm listening to it now on emulator. Amazing music! I'm putting it on my SD card now to listen on the real hardware.
by NeverCameBack
Sat Mar 28, 2020 11:28 pm
Forum: Newbie Help Center
Topic: Best way to get from Famitracker to useable ASM code?
Replies: 8
Views: 4782

Best way to get from Famitracker to useable ASM code?

Anyone out there have a good method to take a song written in Famitracker (or another program) and have it export the notes of the song so that you can use them in a game? I've gotten halfway through the NerdyNights music tutorial, and understand the sound engine to some extent. There is a note look...
by NeverCameBack
Sat Mar 28, 2020 12:37 pm
Forum: Newbie Help Center
Topic: Anyone have programs containing best practices?
Replies: 10
Views: 6863

Re: Anyone have programs containing best practices?

Hey thanks a lot for those links - I will be sure to check out your jump physics engine, and also the Lizard demo. That is basically what I was wondering here, so my question is answered. The techniques in NerdyNights is what I've been learning from so far. It is encouraging and exciting to know tha...
by NeverCameBack
Tue Mar 24, 2020 10:02 pm
Forum: Newbie Help Center
Topic: Anyone have programs containing best practices?
Replies: 10
Views: 6863

Re: Anyone have programs containing best practices?

It'll be a multiscreen game in the sense that selecting A will take you to one pathway of screens, B will be a different.. And just text and hopefully some music. Thanks for the advice. I'm currently trying to get my head around the music section of Nerdy Nights - my scrolling could use some work to...
by NeverCameBack
Mon Mar 23, 2020 10:26 pm
Forum: Newbie Help Center
Topic: Question about NMI / displaying new background
Replies: 29
Views: 16119

Re: Question about NMI / displaying new background

I didn't see the full image yet. Is the bottom part really that controversial? Not too bad, but this comic was certainly illustrated for a mature audience. The woman is wearing a night gown, BUT you can basically see some boobs. What led me here is that I took an atari programming course on Udemy -...
by NeverCameBack
Mon Mar 23, 2020 8:37 pm
Forum: Newbie Help Center
Topic: Question about NMI / displaying new background
Replies: 29
Views: 16119

Re: Question about NMI / displaying new background

My last question: What do I owe you for all the help? Seriously though, I never got as much help from someone over the internet, and to everyone else who chimed in too. I appreciate it... and will pass it on if I can. Your #6 is mainly what the problem was - I didn't realize that the PPU needed to b...
by NeverCameBack
Mon Mar 23, 2020 5:12 pm
Forum: Newbie Help Center
Topic: Question about NMI / displaying new background
Replies: 29
Views: 16119

Re: Question about NMI / displaying new background

I think my problem now is understanding: - When NMI is turned off, the PPU is still going full blast, 60 FPS, however my CPU will not be interrupted for each NMI. - When rendering is turned off, the PPU won't do anything having to do with the background. The screen will go blank. - The PPU can only ...
by NeverCameBack
Mon Mar 23, 2020 12:10 pm
Forum: Newbie Help Center
Topic: Question about NMI / displaying new background
Replies: 29
Views: 16119

Re: Question about NMI / displaying new background

I may be confused about the order of things happening still: 1- Enable NMI and specify to load background from .chr table #0 2- Infinite loop 3- NMI hits 4- Check for screen update If update, disable NMI and rendering, send 1024 bytes to $2007, then unlatch screen update request 5- Controller check ...
by NeverCameBack
Sat Mar 21, 2020 1:26 am
Forum: Newbie Help Center
Topic: Question about NMI / displaying new background
Replies: 29
Views: 16119

Re: Question about NMI / displaying new background

I think I understand. That sprite 0 hit is the bottom part of the status bar coin in SMB1. If I put sprite 0 at a position at the middle of the screen, I can use the resulting trigger to immediately do a write of $10010000 to $2000, causing the background after that moment to be sourced by the PPU f...
by NeverCameBack
Fri Mar 20, 2020 9:12 pm
Forum: Newbie Help Center
Topic: Question about NMI / displaying new background
Replies: 29
Views: 16119

Re: Question about NMI / displaying new background

It is constantly reading name table bytes, fetching the corresponding patterns from the pattern table, reading the attribute bits and combining them with the pattern bits to get the indices of the palette entries to figure out which pixels to output. This means that if you interfere with that proces...