Search found 11845 matches

by tokumaru
Tue Sep 15, 2020 9:43 pm
Forum: Newbie Help Center
Topic: Basic Bank Switch question
Replies: 2
Views: 81

Re: Basic Bank Switch question

If the data is in the same position within each bank, all the labels will resolve to the same address, and the assembled binary will be the same regardless of which one you use. Assembly is not like high-level languages, where the names of variables and functions are strongly tied to the objects the...
by tokumaru
Mon Sep 14, 2020 9:55 pm
Forum: NESdev
Topic: Sprites will not show up
Replies: 12
Views: 418

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 wor...
by tokumaru
Mon Sep 14, 2020 7:54 pm
Forum: NESdev
Topic: index outside of label (intentionally) asm
Replies: 12
Views: 351

Re: index outside of label (intentionally) asm

I just increment the PPU pointer with meaningless data in the first slot when loading palettes in a loop and store global BG after at $3F20. You can also increment the pointer by reading $2007 using the BIT instruction, which doesn't affect any registers, so you don't have to do the BG color last i...
by tokumaru
Mon Sep 14, 2020 4:43 pm
Forum: General Stuff
Topic: Nintendo "Gigaleak"
Replies: 60
Views: 10489

Re: Nintendo "Gigaleak"

Nintendo is never happy about anything that's not under their full control.
by tokumaru
Mon Sep 14, 2020 4:42 pm
Forum: Newbie Help Center
Topic: Question on background tiles(and how to put them into the PPU)
Replies: 6
Views: 176

Re: Question on background tiles(and how to put them into the PPU)

Each name table is just a 32x30 grid of references to tiles, whose actual graphics are stored in the pattern table. Every frame, the PPU scans the name table, checking each one of the referenced tiles and drawing them. You literally just need to send to the PPU (via register $2007) the indices of th...
by tokumaru
Mon Sep 14, 2020 4:33 pm
Forum: NESdev
Topic: index outside of label (intentionally) asm
Replies: 12
Views: 351

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 tokumaru
Mon Sep 14, 2020 9:52 am
Forum: Newbie Help Center
Topic: Question on background tiles(and how to put them into the PPU)
Replies: 6
Views: 176

Re: Question on background tiles(and how to put them into the PPU)

The background is defined by the name and attribute tables. Think of each name table as a grid of 32x30 tile indices, where each index corresponds to a tile. The attribute tables are more complex, so you can worry about them later, but they define what palettes the tiles in the name tables will use....
by tokumaru
Mon Sep 14, 2020 3:14 am
Forum: NESdev
Topic: index outside of label (intentionally) asm
Replies: 12
Views: 351

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 tokumaru
Fri Sep 11, 2020 6:53 pm
Forum: NESdev
Topic: constants with bitwise logic
Replies: 8
Views: 244

Re: constants with bitwise logic

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?
by tokumaru
Thu Sep 10, 2020 7:13 pm
Forum: NESdev
Topic: Textured raycaster on the NES
Replies: 2
Views: 321

Re: Textured raycaster on the NES

Very impressive! It's always cool to see other raycasting projects on the NES! The resolution is pretty good, I see that you're changing the scroll every 2 scanlines and mirroring the bottom of the screen in order in order to accomplish this. There's something a bit weird about the perspective thoug...
by tokumaru
Tue Sep 08, 2020 1:38 am
Forum: Homebrew Projects
Topic: Incandescent
Replies: 6
Views: 1963

Re: Incandescent

I'm wondering how games seem to fit A LOT more than that though. Most games don't store raw name/attribute table data in the ROM. For static screens they'll often use some generic compression technique, such as RLE or LZSS. As for level maps, games usually take advantage of the fact that certain st...
by tokumaru
Mon Sep 07, 2020 6:03 am
Forum: NESdev
Topic: Questions about NES programming and architecture
Replies: 143
Views: 8773

Re: Questions about NES programming and architecture

The opcode for BRK is $00, not $FF.
by tokumaru
Sat Sep 05, 2020 7:57 pm
Forum: phpBB Issues
Topic: Preview after submitting posts?
Replies: 7
Views: 465

Re: Preview after submitting posts?

I have also just had that problem, but instead of my reply, the reply of a different person appeared in the preview box. That's not a bug though, that's by design. If someone else posted while you were writing your reply, the software warns you about that in case you want to take that person's post...
by tokumaru
Thu Sep 03, 2020 4:24 pm
Forum: SNESdev
Topic: Tips on saving space for your SNES homebrews.
Replies: 12
Views: 1777

Re: Tips on saving space for your SNES homebrews.

Lookup tables are good when they're actually needed, even if they take up a lot of space. If your project wouldn't be viable without them, then they're probably more valuable than other things that could be using the same storage space.
by tokumaru
Thu Sep 03, 2020 10:39 am
Forum: NESdev
Topic: Questions about NES programming and architecture
Replies: 143
Views: 8773

Re: Questions about NES programming and architecture

Yes, each additional sprite increases the cost of the hardware, since the chip gets more complex. Apparently there is enough time in the rendering pipeline to render more sprites, but doing that probably would've meant increasing the cost of the PPU.