I have a Demo with Ripped Graphics which includes.
1. Selectable PRG ROM Banks (Changes Background Color)
2. Scrolling IRQ With 4 layers of Parallax Ground
3. CHR Bank Switching with Clouds
You can Fly around the screen shoot a fireball and watch the world go by , no collision or enemy’s yet
It Reminds me a lot of UN Squadron for the SNES
https://github.com/Atomfusion1/NES_MMC3 ... axing_Demo
1.
- I had a Problem I spent almost 8 hours on before I gave up, All I wanted to do was use the IRQ to change a Single Main BG Color from one to another, and I could do it as long as I did not load a full background scene (maybe just a happy little cloud) but any more than that and the BG graphics would blow up all over the screen. I think this is because I write to 2006 but in the forums I find where people say that it can be done, Mesen would not let me do it, Is there a way? or just best to stay away from it ?
- 1. For People experienced with Ca65 How do I pass CPU internal Accumulator, X, Y into a .macro ?
2. I have been working on .macro to make the code more C like with simple Commands like M_FORLOOP ; M_IfEqual ; M_Else ; M_EndIf etc. This helps to make the code almost readable again and also, easy to find places to add / change functionality. Question is are there Downfalls to what I am doing that I should watch out for with Ca65?
3. Anyone see anything in the code that I should just stop or change how I’m doing it now? maybe with an example?