Search found 19 matches

by nyanberrycake
Tue Sep 15, 2020 4:38 pm
Forum: NESdev
Topic: Sprites will not show up
Replies: 12
Views: 447

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...
by nyanberrycake
Tue Sep 15, 2020 3:45 pm
Forum: NESdev
Topic: Sprites will not show up
Replies: 12
Views: 447

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...
by nyanberrycake
Tue Sep 15, 2020 8:50 am
Forum: NESdev
Topic: Sprites will not show up
Replies: 12
Views: 447

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...
by nyanberrycake
Tue Sep 15, 2020 8:48 am
Forum: NESdev
Topic: Sprites will not show up
Replies: 12
Views: 447

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...
by nyanberrycake
Mon Sep 14, 2020 9:36 pm
Forum: NESdev
Topic: Sprites will not show up
Replies: 12
Views: 447

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...
by nyanberrycake
Mon Sep 14, 2020 9:11 pm
Forum: NESdev
Topic: index outside of label (intentionally) asm
Replies: 12
Views: 390

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...
by nyanberrycake
Mon Sep 14, 2020 9:09 pm
Forum: NESdev
Topic: index outside of label (intentionally) asm
Replies: 12
Views: 390

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 ...
by nyanberrycake
Mon Sep 14, 2020 9:07 pm
Forum: NESdev
Topic: index outside of label (intentionally) asm
Replies: 12
Views: 390

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...
by nyanberrycake
Sun Sep 13, 2020 6:34 pm
Forum: NESdev
Topic: index outside of label (intentionally) asm
Replies: 12
Views: 390

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: ....
by nyanberrycake
Sun Sep 13, 2020 5:11 pm
Forum: NESdev
Topic: index outside of label (intentionally) asm
Replies: 12
Views: 390

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...
by nyanberrycake
Fri Sep 11, 2020 7:10 pm
Forum: NESdev
Topic: constants with bitwise logic
Replies: 8
Views: 338

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 = ...
by nyanberrycake
Fri Sep 11, 2020 7:06 pm
Forum: NESdev
Topic: constants with bitwise logic
Replies: 8
Views: 338

Re: constants with bitwise logic

dougeff wrote:
Fri Sep 11, 2020 6:51 pm
| GENERATE_NMI << 7)

is this a typo?

should be

| (GENERATE_NMI << 7)

anyway, if it doesn't work, I would just do the bit shifting yourself.

GENERATE_NMI = 1

becomes

GENERATE_NMI = $80
lol thanks you got it. I missed on parenthesis in both the ppu and the mask one I made.
by nyanberrycake
Fri Sep 11, 2020 6:59 pm
Forum: NESdev
Topic: constants with bitwise logic
Replies: 8
Views: 338

Re: constants with bitwise logic

tokumaru wrote:
Fri Sep 11, 2020 6:53 pm
nyanberrycake wrote:
Fri Sep 11, 2020 6:34 pm
the problem is that ca65 doesnt allow bitwise operations in constants assignments
It doesn't? I don't see any reason why this method wouldn't work... What error are you getting?
Im getting a "Trailing junk characters" error. let me try with that syntax fix from a previous reply
by nyanberrycake
Fri Sep 11, 2020 6:34 pm
Forum: NESdev
Topic: constants with bitwise logic
Replies: 8
Views: 338

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...
by nyanberrycake
Thu May 07, 2020 4:01 pm
Forum: Newbie Help Center
Topic: eeprom chips
Replies: 6
Views: 2032

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 ...