Search found 66 matches

by MartsINY
Thu Jun 27, 2019 5:53 pm
Forum: NESdev
Topic: ASM6 - How to have an array pointer position?
Replies: 13
Views: 14513

Re: ASM6 - How to have an array pointer position?

Looks nice, though I have no idea how to do such things in ASM6
by MartsINY
Wed Jun 26, 2019 6:32 pm
Forum: NESdev
Topic: ASM6 - How to have an array pointer position?
Replies: 13
Views: 14513

Re: ASM6 - How to have an array pointer position?

Reading more closely, he already has the jump table set up. He wants an "automated" way of converting index within that jump table to a symbol for use in the assembler. Since this is asm6, I'm out of my depth. Thanks!! I didn't know how to explain it simply, I did try to explain it twice above but ...
by MartsINY
Wed Jun 26, 2019 6:04 pm
Forum: NESdev
Topic: ASM6 - How to have an array pointer position?
Replies: 13
Views: 14513

Re: ASM6 - How to have an array pointer position?

I read all of it but unless I don,t see something on the site, it doesn't answer my question?
What I want is every index in the array to be referenced by a variable, and I see nothing to do the equivalent on the page
by MartsINY
Wed Jun 26, 2019 5:23 pm
Forum: NESdev
Topic: ASM6 - How to have an array pointer position?
Replies: 13
Views: 14513

Re: ASM6 - How to have an array pointer position?

Ok I was successful in doing what I wanted, but I wondered if there was a better way to do it: ARRAY__LOW_ASMs: ;here is the low pointer for each ASM location HEX 00 00 ;Following line is used to make calculs later ASM_PTR_LOCATION__GOOMBA: DB <ASM__GOOMBA HEX 00 ARRAY__HIGH_ASMs: ;here is the high ...
by MartsINY
Tue Jun 25, 2019 8:40 am
Forum: NESdev
Topic: ASM6 - How to have an array pointer position?
Replies: 13
Views: 14513

Re: ASM6 - How to have an array pointer position?

Thanks to all for your answer!! What I want is actually to be able to pick a sprite, let's say mario sprite and do LDA ArrayTable1 + #MarioSpriteID I think that with DRW's answer I could do it: MarioAbsoluteSpriteID = Mario_Sprite_DI - Array_1 where Mario_Sprite_DI and Array_1 are taken from DWR ans...
by MartsINY
Thu Jun 20, 2019 6:45 pm
Forum: NESdev
Topic: ASM6 - How to have an array pointer position?
Replies: 13
Views: 14513

ASM6 - How to have an array pointer position?

Hello, I have an array like this ;Array_1 HEX 01 04 07 Those are address. I would need to be able to define each position of this array with a name. For example, Mario_Sprite_ID takes the value of 01 (because it refers to HEX 01) Goomba_Sprite_ID takes the value of 02 (because it refers to HEX 02) S...
by MartsINY
Sun Jan 07, 2018 7:27 am
Forum: NESdev
Topic: nest RAM 6000-7FFF
Replies: 12
Views: 2974

Re: nest RAM 6000-7FFF

tepples wrote:Which MMC5 features does use? Just 1 MB PRG ROM? Or does it also use independent $8000 and $C000 switching, WRAM switching, ExGrafix, multiplier, or anything else not common in other mappers?
I honestly don't know how to find the answer to that question?
by MartsINY
Sat Jan 06, 2018 9:51 pm
Forum: NESdev
Topic: nest RAM 6000-7FFF
Replies: 12
Views: 2974

Re: nest RAM 6000-7FFF

dont know if that last reply was to me, or dougeff, but... I never mentioned anything at all about PPU stuff. I dont know how to deal with CHR-RAM stuff. (mm4 and 6) I was talking about putting things in the 6000-7FFF RAM that you originally mentioned. and i cant say for sure how well my game would...
by MartsINY
Sat Jan 06, 2018 6:40 pm
Forum: NESdev
Topic: nest RAM 6000-7FFF
Replies: 12
Views: 2974

Re: nest RAM 6000-7FFF

I played it a bit. It didn't read or write to 6000-7fff for me. Bootgod is down, but the cached page says nothing is there. However, an emulator doesn't know that. You should be able to use that space and pretend like there is a RAM chip there. You are correct, I use a version with a patch from Pur...
by MartsINY
Fri Jan 05, 2018 10:08 pm
Forum: NESdev
Topic: nest RAM 6000-7FFF
Replies: 12
Views: 2974

Re: nest RAM 6000-7FFF

I played it a bit. It didn't read or write to 6000-7fff for me. Bootgod is down, but the cached page says nothing is there. However, an emulator doesn't know that. You should be able to use that space and pretend like there is a RAM chip there. You are correct, I use a version with a patch from Pur...
by MartsINY
Fri Jan 05, 2018 9:28 pm
Forum: NESdev
Topic: nest RAM 6000-7FFF
Replies: 12
Views: 2974

Re: nest RAM 6000-7FFF

Depends on the physical cartridge. In most games, there's nothing there at all. No RAM, no battery. Writes are ignored, and reads return "open bus". In a bunch of games, there's an 8 KiB RAM on the cart. Most of them (but not all) also have a battery to allow the RAM contents to hold save games. In...
by MartsINY
Fri Jan 05, 2018 9:19 pm
Forum: NESdev
Topic: nest RAM 6000-7FFF
Replies: 12
Views: 2974

nest RAM 6000-7FFF

I'm trying to find what 6000-7FFF RAM is used for. From this link: https://wiki.nesdev.com/w/index.php/CPU_memory_map I see it's "Battery Backed Save or Work RAM" I'm working with Mega Man 4, so I guess it's work RAM. Does it means it's RAM where stuff is stored now and then? If so what is the diffe...
by MartsINY
Thu Jan 04, 2018 5:59 pm
Forum: NESdev
Topic: How to simply write tile datas into PPU?
Replies: 9
Views: 2555

Re: How to simply write tile datas into PPU?

Hacking an existing game is more complex, because you can't easily tell if you have enough time to do the extra stuff you want. The game may very well have been "tuned" to use all of the vblank time (which is the only time you're allowed to write to VRAM if rendering is on) under certain conditions...
by MartsINY
Thu Jan 04, 2018 5:09 pm
Forum: NESdev
Topic: How to simply write tile datas into PPU?
Replies: 9
Views: 2555

Re: How to simply write tile datas into PPU?

If you're using CHR-RAM you're going to need to be able to write a full set of tiles into that RAM anyway, not just one tile. (Unless your whole game has only one tile?) RAM does not start up with any contents already in it. So... tepples' article is a thing you will need to learn first, before you...
by MartsINY
Thu Jan 04, 2018 2:28 pm
Forum: NESdev
Topic: How to simply write tile datas into PPU?
Replies: 9
Views: 2555

Re: How to simply write tile datas into PPU?

When you say "change one tile", do you mean modifying the graphics of one of the 512 tiles available for drawing sprites and backgrounds, causing all instances of that tile to reflect the change, or do you mean changing which tile one single sprite or background position is using so that only that ...