Search found 16 matches

by Tompis1995
Fri Apr 03, 2020 10:47 am
Forum: NES Graphics
Topic: Background sprites cutoff too soon
Replies: 8
Views: 928

Re: Background sprites cutoff too soon

Wait, I found a way to make it work! I split the "Tourettesguy" code in Rodata into 4 separate labels, each one containing no more than 256 bytes, and I repeated the main code 4 times with each having unique labels and pointers. I also added one byte to each label so the picture is perfectly vertica...
by Tompis1995
Thu Mar 26, 2020 7:50 pm
Forum: NES Graphics
Topic: Background sprites cutoff too soon
Replies: 8
Views: 928

Re: Background sprites cutoff too soon

Have a secondary counter, add 1 to that every time the first one reaches #ff and keep reading and writing until it reaches 4. Or... You could do something different. Make sure your data never has a certain value, for example "FF", except at the very end. Whenever you read "FF", that's the end and y...
by Tompis1995
Mon Mar 23, 2020 4:25 pm
Forum: NES Graphics
Topic: Background sprites cutoff too soon
Replies: 8
Views: 928

Re: Background sprites cutoff too soon

nesrocks wrote:
Mon Mar 16, 2020 8:27 pm

Code: Select all

			ldx index
			cpx #$ff
			beq Return
It could be that I'm sleepy right now, but doesn't this mean that you've only looped through less than 256 tiles? For an entire screen you need more than that, about 4x that many.
How do I do that?
by Tompis1995
Mon Mar 16, 2020 8:02 pm
Forum: NES Graphics
Topic: Background sprites cutoff too soon
Replies: 8
Views: 928

Background sprites cutoff too soon

Hello. I'm trying to render a full picture of my favorite internet sensation, the Tourette's guy, but I'm running into significant problems. The titular problem I have is that the background sprites are all not fully displayed on the screen; almost as if the loading of an image on the internet has f...
by Tompis1995
Mon Mar 18, 2019 5:36 pm
Forum: NES Graphics
Topic: Finish displaying the text
Replies: 13
Views: 10181

Re: Finish displaying the text

The "ball.chr" file you're using for tiles is almost all empty, that's the problem. When compiled with the chr-rom from smb1 tiles show up just fine. :) Also, I think you might be confusing the tile set used for sprites with the one used for background. Your code is expecting background tiles to be...
by Tompis1995
Mon Mar 18, 2019 11:18 am
Forum: NES Graphics
Topic: Finish displaying the text
Replies: 13
Views: 10181

Re: Finish displaying the text

I'm still having major difficulty pulling this off. I did it before, but I can't remember! I've tried this code using the last person's suggestions: .segment "HEADER" .byte "NES" .byte $1a .byte $02 .byte $01 .byte %00000000 .byte $00 .byte $00 .byte $00 .byte $00 .byte $00,$00,$00,$00,$00 .segment ...
by Tompis1995
Sat Mar 16, 2019 10:44 am
Forum: NES Graphics
Topic: Finish displaying the text
Replies: 13
Views: 10181

Re: Finish displaying the text

Uh oh. I suddenly forgot how to display the text via background sprites! This is my code: .segment "HEADER" .byte "NES" .byte $1a .byte $02 .byte $01 .byte %00000000 .byte $00 .byte $00 .byte $00 .byte $00 .byte $00,$00,$00,$00,$00 .segment "STARTUP" .segment "BSS" indexy_thing: .res 1 .segment "ZER...
by Tompis1995
Sat Mar 02, 2019 7:10 am
Forum: NESdev
Topic: moving the :p cursor
Replies: 4
Views: 3557

Re: moving the :p cursor

Just reading $4016 isn't enough (it would be nice if it were though). You need to tell $4016 that you want it to give you the data from the controller: .LatchController: ;Storing 1 then 0 to $4016 tells the controllers to send button data LDA #$01 STA $4016 LDA #$00 STA $4016 ; tell both the contro...
by Tompis1995
Sat Mar 02, 2019 6:40 am
Forum: NESdev
Topic: moving the :p cursor
Replies: 4
Views: 3557

moving the :p cursor

Now that I know how to draw a sprite on the screen, as well as how to animate it in a simple way, My next goal is for FCEUX to respond to controls. I have not inserted any code related to the controller inputs; I'm simply giving the code for making the sprite appear: .segment "HEADER" .byte "NES" .b...
by Tompis1995
Tue Feb 26, 2019 10:26 pm
Forum: NES Graphics
Topic: Finish displaying the text
Replies: 13
Views: 10181

Re: Finish displaying the text

I got it all now, thanks, you guys! :D
by Tompis1995
Tue Feb 26, 2019 7:50 pm
Forum: NES Graphics
Topic: Finish displaying the text
Replies: 13
Views: 10181

Re: Finish displaying the text

The text "A winner" has exactly 8 characters (including the space), so I'm pretty sure that this is just a case of the PPU dropping the extra sprites. There's not much you can do to fix this... You can resort to sprite cycling, by (pseudo)randomizing the order in which the sprites are written to $0...
by Tompis1995
Tue Feb 26, 2019 8:01 am
Forum: NES Graphics
Topic: Finish displaying the text
Replies: 13
Views: 10181

Finish displaying the text

Hello! I've finally got sprites showing up on the screen! :D I also know how to make objects move on the screen as well, just by adding code in the VBlank. Now, I have a new problem; I have more than 8 sprites I want to display on the screen but the emulator I'm using won't display the last 8 sprite...
by Tompis1995
Sun Feb 24, 2019 11:18 am
Forum: NES Graphics
Topic: How do I put sprites on the screen?
Replies: 13
Views: 9683

Re: How do I put sprites on the screen?

You did not follow my instructions correctly. Your NMI handler is called "VBLANK" (your choice), not "nmi", so the code under the "nmi" label will never run. The DMA request must be under the "VBLANK" label, which is your NMI handler. You also forgot to move the NMI activation (i.e. the $2000 write...
by Tompis1995
Sat Feb 23, 2019 12:25 pm
Forum: NES Graphics
Topic: How do I put sprites on the screen?
Replies: 13
Views: 9683

Re: How do I put sprites on the screen?

I followed all the instructions you gave me and this is what I have (that doesn't work): .segment "HEADER" .byte "NES" .byte $1a .byte $02 .byte $01 .byte %00000000 .byte $00 .byte $00 .byte $00 .byte $00 .byte $00,$00,$00,$00,$00 .segment "STARTUP" .segment "ZEROPAGE" flag: .res 1 counter: .res 1 ....
by Tompis1995
Fri Feb 22, 2019 8:06 pm
Forum: NES Graphics
Topic: How do I put sprites on the screen?
Replies: 13
Views: 9683

Re: How do I put sprites on the screen?

Note that this will place a single 8x8 sprite on the screen. If you want to display a larger character, you'll need to write additional sprite information to $0204-$0207, $0208-$020b, and so on, to form a larger group of 8x8 sprites. Also note that since you'll be setting up $0200-$02FF only once a...