nesdevwiki: PPU registersFinalZero wrote:Is there documentation that describes all those special things at addresses like that?PPUSCROLL ($2005) is a port on the PPU.
Have fun.
Wikipedia explains.Also, while we're on the topic of character maps, how would something like Dual Tile Encoding be implemented?
Some games write kana on two rows of tiles, where the dakuten is at the lower right corner of the higher tile. You can't "overlap" tiles per se without sprites, and you can't fit more than 8 sprites on a row of text without some of them disappearing.Also, are there any Japanese games that implement dakuten and handakuten for their characters by having a dakuten/handakuten tile and simply overlapping it with another, as opposed to creating a whole new set of tiles with the dakuten/handakuten added?
Every build of ca65 for all the years I've used it has supported the < and > unary operators.koitsu wrote:there's some history indicating only devel builds of ca65 support the .LOBYTE and "<" directives, as well as .HIBYTE and ">" directives.