Search found 19 matches
- Tue Sep 15, 2020 4:38 pm
- Forum: NESdev
- Topic: Sprites will not show up
- Replies: 12
- Views: 3815
Re: Sprites will not show up
bit $2002 @loop: bit $2002 bpl @loop lda %10010000 sta $2000 in every known location of running code. its almost laughable at this point, it just won't turn interrupts on no matter what. Is there anything you can think of that I am missing? Thnx for your help, this is so weird You're missing a # si...
- Tue Sep 15, 2020 3:45 pm
- Forum: NESdev
- Topic: Sprites will not show up
- Replies: 12
- Views: 3815
Re: Sprites will not show up
It's hard to catch these kinds of bugs without the full code or a ROM, but let's consider a few things: then, to give an overview of my program, I load everything in by scenes. scenes are arrays that contain a place, and people. I get to the people part, and first load their palettes. everything wo...
- Tue Sep 15, 2020 8:50 am
- Forum: NESdev
- Topic: Sprites will not show up
- Replies: 12
- Views: 3815
Re: Sprites will not show up
fceux Mesen lets you view OAM ram directly. Very helpful. https://i.imgur.com/TWQSl7o.png That looks nice. It's on linux too.... I have to use fceux through WINE because their debug tools are only on the windows version... Most people have said fceux is the best choice, but I've been annoyed with i...
- Tue Sep 15, 2020 8:48 am
- Forum: NESdev
- Topic: Sprites will not show up
- Replies: 12
- Views: 3815
Re: Sprites will not show up
It's hard to catch these kinds of bugs without the full code or a ROM, but let's consider a few things: then, to give an overview of my program, I load everything in by scenes. scenes are arrays that contain a place, and people. I get to the people part, and first load their palettes. everything wo...
- Mon Sep 14, 2020 9:36 pm
- Forum: NESdev
- Topic: Sprites will not show up
- Replies: 12
- Views: 3815
Sprites will not show up
So I prodded around the ram, and my sprites are all there, in $0200, exactly how I transferred them. first thing is first. I run through the init code. that stores a #$00 into the PPUMASK and the PPUCTRL I establish the oamdma area. zero out memory, put sprites at FF. etc then, to give an overview o...
- Mon Sep 14, 2020 9:11 pm
- Forum: NESdev
- Topic: index outside of label (intentionally) asm
- Replies: 12
- Views: 3647
Re: index outside of label (intentionally) asm
for those who search this question on the future, it is not possible, at least with my assembler ca65 This information is not correct. You can definitely use indices past the end of tables/labels in any assembler, as long as you know what you're doing and are 100% sure that the data is stored in me...
- Mon Sep 14, 2020 9:09 pm
- Forum: NESdev
- Topic: index outside of label (intentionally) asm
- Replies: 12
- Views: 3647
Re: index outside of label (intentionally) asm
backgroundPalette: backgroundPalette1: .res 4 backgroundPalette2: .res 4 backgroundPalette3: .res 4 backgroundPalette4: .res 4 This is the solution I use when I need to access multiple tables from one "master" label. For palettes specifically I don't waste space with the unused colors though, so I ...
- Mon Sep 14, 2020 9:07 pm
- Forum: NESdev
- Topic: index outside of label (intentionally) asm
- Replies: 12
- Views: 3647
Re: index outside of label (intentionally) asm
backgroundPalette1: .res 4 backgroundPalette2: .res 4 backgroundPalette3: .res 4 backgroundPalette4: .res 4 ldy #15 @fillPalette: lda (paletteData), y sta backgroundPalette1, y dey bpl @fillPalette yes I mistyped that example. I know that (address), y is for pointers, not arrays. Maybe that's why I...
- Sun Sep 13, 2020 6:34 pm
- Forum: NESdev
- Topic: index outside of label (intentionally) asm
- Replies: 12
- Views: 3647
Re: index outside of label (intentionally) asm
I have palettes set up in ram one after another. For simplicity's sake I would like to fill them all with one loop while still keeping labels on them separately. Is there any harm to this (besides possibly being "bad style" backgroundPalette1: .res 3 backgroundPalette2: .res 3 backgroundPalette3: ....
- Sun Sep 13, 2020 5:11 pm
- Forum: NESdev
- Topic: index outside of label (intentionally) asm
- Replies: 12
- Views: 3647
index outside of label (intentionally) asm
I have palettes set up in ram one after another. For simplicity's sake I would like to fill them all with one loop while still keeping labels on them separately. Is there any harm to this (besides possibly being "bad style" backgroundPalette1: .res 3 backgroundPalette2: .res 3 backgroundPalette3: .r...
- Fri Sep 11, 2020 7:10 pm
- Forum: NESdev
- Topic: constants with bitwise logic
- Replies: 8
- Views: 3226
Re: constants with bitwise logic
The convention I've seen on other 8-bit micros is to instead have a set of defines more like... well, this thing I use in my ca65 stuff: PPU_CTRL = $2000 .enum PPUCTRL NT0 = 0 NT1 = 1 NT2 = 2 NT3 = 3 INC1 = 0 INC32 = 4 SPR_LEFT = 0 SPR_RIGHT = 8 BKGD_LEFT = 0 BKGD_RIGHT = 16 SPR_8X8 = 0 SPR_8X16 = ...
- Fri Sep 11, 2020 7:06 pm
- Forum: NESdev
- Topic: constants with bitwise logic
- Replies: 8
- Views: 3226
Re: constants with bitwise logic
lol thanks you got it. I missed on parenthesis in both the ppu and the mask one I made.
- Fri Sep 11, 2020 6:59 pm
- Forum: NESdev
- Topic: constants with bitwise logic
- Replies: 8
- Views: 3226
Re: constants with bitwise logic
Im getting a "Trailing junk characters" error. let me try with that syntax fix from a previous replytokumaru wrote: ↑Fri Sep 11, 2020 6:53 pmIt doesn't? I don't see any reason why this method wouldn't work... What error are you getting?nyanberrycake wrote: ↑Fri Sep 11, 2020 6:34 pmthe problem is that ca65 doesnt allow bitwise operations in constants assignments
- Fri Sep 11, 2020 6:34 pm
- Forum: NESdev
- Topic: constants with bitwise logic
- Replies: 8
- Views: 3226
constants with bitwise logic
Im trying to make a page with project settings that I can reuse. the problem is that ca65 doesnt allow bitwise operations in constants assignments is there a better way to do this? BASE_NAMETABLE = 0;keep this here for ease of change VRAM_INCREMENT = 1;0: add 1, going across; 1: add 32, going down S...
- Thu May 07, 2020 4:01 pm
- Forum: Newbie Help Center
- Topic: eeprom chips
- Replies: 6
- Views: 2566
Re: eeprom chips
So between all those constraints, for all-new 5V DIP parts, you're basically stuck with just Greenliant's GLS27SF(512 / 010 / 020) and GLS29EE(512 / 010), and Microchip's SST39SF(010A / 020A / 040) and OTP AT27C(256 / 512 / 010 / 020 / 040 / 080). Thank you friend. I did a lot of research on chips ...