Search found 17 matches
- Thu Jul 23, 2020 6:30 pm
- Forum: NES Graphics
- Topic: Where are my non-background sprites?
- Replies: 1
- Views: 1739
Where are my non-background sprites?
Hello. I'm having a bit of trouble trying to render non-background sprites within a background of bg sprites. My goal is to make the text, "FUCK!", slide across the screen. I've tried assigning them to addresses beyond $1000 and set the 5th bit to one in the PPU Control register (which should assign...
- Fri Apr 03, 2020 10:47 am
- Forum: NES Graphics
- Topic: Background sprites cutoff too soon
- Replies: 8
- Views: 5407
Re: Background sprites cutoff too soon
Wait, I found a way to make it work! I split the "Tourettesguy" code in Rodata into 4 separate labels, each one containing no more than 256 bytes, and I repeated the main code 4 times with each having unique labels and pointers. I also added one byte to each label so the picture is perfectly vertica...
- Thu Mar 26, 2020 7:50 pm
- Forum: NES Graphics
- Topic: Background sprites cutoff too soon
- Replies: 8
- Views: 5407
Re: Background sprites cutoff too soon
Have a secondary counter, add 1 to that every time the first one reaches #ff and keep reading and writing until it reaches 4. Or... You could do something different. Make sure your data never has a certain value, for example "FF", except at the very end. Whenever you read "FF", that's the end and y...
- Mon Mar 23, 2020 4:25 pm
- Forum: NES Graphics
- Topic: Background sprites cutoff too soon
- Replies: 8
- Views: 5407
Re: Background sprites cutoff too soon
How do I do that?nesrocks wrote: ↑Mon Mar 16, 2020 8:27 pmIt could be that I'm sleepy right now, but doesn't this mean that you've only looped through less than 256 tiles? For an entire screen you need more than that, about 4x that many.Code: Select all
ldx index cpx #$ff beq Return
- Mon Mar 16, 2020 8:02 pm
- Forum: NES Graphics
- Topic: Background sprites cutoff too soon
- Replies: 8
- Views: 5407
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...
- Mon Mar 18, 2019 5:36 pm
- Forum: NES Graphics
- Topic: Finish displaying the text
- Replies: 13
- Views: 13650
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...
- Mon Mar 18, 2019 11:18 am
- Forum: NES Graphics
- Topic: Finish displaying the text
- Replies: 13
- Views: 13650
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 ...
- Sat Mar 16, 2019 10:44 am
- Forum: NES Graphics
- Topic: Finish displaying the text
- Replies: 13
- Views: 13650
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...
- Sat Mar 02, 2019 7:10 am
- Forum: NESdev
- Topic: moving the :p cursor
- Replies: 4
- Views: 4073
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...
- Sat Mar 02, 2019 6:40 am
- Forum: NESdev
- Topic: moving the :p cursor
- Replies: 4
- Views: 4073
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...
- Tue Feb 26, 2019 10:26 pm
- Forum: NES Graphics
- Topic: Finish displaying the text
- Replies: 13
- Views: 13650
Re: Finish displaying the text
I got it all now, thanks, you guys! 

- Tue Feb 26, 2019 7:50 pm
- Forum: NES Graphics
- Topic: Finish displaying the text
- Replies: 13
- Views: 13650
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...
- Tue Feb 26, 2019 8:01 am
- Forum: NES Graphics
- Topic: Finish displaying the text
- Replies: 13
- Views: 13650
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...
- Sun Feb 24, 2019 11:18 am
- Forum: NES Graphics
- Topic: How do I put sprites on the screen?
- Replies: 13
- Views: 12347
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...
- Sat Feb 23, 2019 12:25 pm
- Forum: NES Graphics
- Topic: How do I put sprites on the screen?
- Replies: 13
- Views: 12347
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 ....