Search found 11630 matches

by tokumaru
Tue May 26, 2020 11:04 pm
Forum: Newbie Help Center
Topic: Large updates to nametable
Replies: 11
Views: 265

Re: Large updates to nametable

I start at the bottom (row 0), and if it is a complete row, I start the copy process. I copy the row 1 into row 0, both in logic array, and nametable. Then I copy row 2 into row 1. And so on until I cover all 20 rows. Then I go back to row 0 (what used to be row 1) and check for any more complete r...
by tokumaru
Tue May 26, 2020 10:07 pm
Forum: Newbie Help Center
Topic: Large updates to nametable
Replies: 11
Views: 265

Re: Large updates to nametable

Why is it taking 80 or so frames to clear the whole thing, though? Is there any reason why you can't do 1 column (20 bytes) per frame and finish the update in 10 frames?
by tokumaru
Tue May 26, 2020 9:59 pm
Forum: Newbie Help Center
Topic: Can NMI while you're inside the NMI handler?
Replies: 4
Views: 122

Re: Can NMI while you're inside the NMI handler?

I'm working on a small project where the main for my game is in NMI. It got me thinking, is it possible if your NMI runs too many instructions, could the NMI interrupt again while you're already executing code? Yes. If so would the remedy just to disable and re-enable NMI every time you enter the N...
by tokumaru
Tue May 26, 2020 5:40 pm
Forum: Newbie Help Center
Topic: Large updates to nametable
Replies: 11
Views: 265

Re: Large updates to nametable

By 'swap out', do you mean set the scroll to instantly have the new nametable in view Yup, use the name table bits of PPUCTRL ($2000). is there a way to actually swap out the entire name tables instantly, such that the content of nametable C is now in Nametable A (for instance)? Some mappers allow ...
by tokumaru
Tue May 26, 2020 3:30 pm
Forum: Newbie Help Center
Topic: Large updates to nametable
Replies: 11
Views: 265

Re: Large updates to nametable

Great suggestion! Since you have a spare name table, you can update the playfield in that one off screen in the course of several frames and switch to it once done. This technique is called double buffering, and is probably the best solution here if you don`t want to go through the trouble of writin...
by tokumaru
Tue May 26, 2020 12:00 am
Forum: Newbie Help Center
Topic: Large updates to nametable
Replies: 11
Views: 265

Re: Large updates to nametable

Programs are only allowed to access VRAM when the PPU itself is not using it (i.e. it's not rendering an image), so you typically only have the time that corresponds to the 20 scanlines of vblank, which's about 2273 CPU cycles. If I understand correctly, you want to update 200 bytes (10x20 tiles) in...
by tokumaru
Sun May 24, 2020 11:37 am
Forum: 2019 NESdev Competition
Topic: Too late?
Replies: 3
Views: 209

Re: Too late?

I'm under the impression that it's never too late to get something into the cartridge unless the ROM chips have already been programmed. You definitely won't be able to participate of the competition and win prizes, though. Please correct me if I'm wrong.
by tokumaru
Sat May 23, 2020 2:53 pm
Forum: General Stuff
Topic: SNES Doom development, Randy Linden
Replies: 12
Views: 618

Re: SNES Doom development, Randy Linden

Here's what I mean about the texturing issue in SNES Doom: doom-texture.png Textures that are properly aligned start to shift and loop around as you turn. This isn't always noticeable, since textures in Doom are pretty repetitive, but It's weird, happens everywhere, and I'd like to know what couses ...
by tokumaru
Sat May 23, 2020 12:17 pm
Forum: General Stuff
Topic: SNES Doom development, Randy Linden
Replies: 12
Views: 618

Re: SNES Doom development, Randy Linden

I think that's the binary space partitioning (or BSP) feature, used by John Carmack (sorts data depending on a physical map X,Y position) AFAIK the binary space partitioning simply helps with determining which sectors are visible from any given point in the map. Also, if this was a side effect of t...
by tokumaru
Sat May 23, 2020 1:59 am
Forum: General Stuff
Topic: SNES Doom development, Randy Linden
Replies: 12
Views: 618

Re: SNES Doom development, Randy Linden

One thing that fascinates me in SNES Doom is how buggy the horizontal alignment of wall textures is. If you look straight into a wall and then turn left and right you can see its texture "sliding" sideways relative to the surface of the wall. This is very easy to observe in narrow wall sections, lik...
by tokumaru
Fri May 22, 2020 2:42 pm
Forum: Newbie Help Center
Topic: cc65 - Are % and * supported?
Replies: 4
Views: 189

Re: cc65 - Are % and * supported?

The fact that the 6502 doesn't do multiplication and division natively doesn't mean that those operations are impossible, it just means that they'll be slow, due to being implemented algorithmically, through combinations and repetitions of several instructions that the 6502 does have. The same goes ...
by tokumaru
Fri May 22, 2020 2:19 pm
Forum: NESemdev
Topic: Can different pattern table sections be referenced in a nametable tile?
Replies: 4
Views: 170

Re: Can different pattern table sections be referenced in a nametable tile?

The PPU does fetch an entire row of tile indices from the name tables every scanline, so you can theoretically swap the name table memory every scanline and have the PPU render a different set of tiles across the 8 scanlines that would normally use the same set of tiles. However, the first problem i...
by tokumaru
Wed May 20, 2020 9:19 pm
Forum: Homebrew Projects
Topic: Minecraft Clone on the NES
Replies: 15
Views: 907

Re: Minecraft Clone on the NES

My 2 cents, you can fit a 30x256 map neatly into the 8KB WRAM That'd be incredibly small for a customizable world... you wouldn't even be able to build a skyscraper! My 2 cents: if you want to accomplish something extraordinary on the NES, you can't do it using ordinary techniques. An uncompressed ...
by tokumaru
Mon May 18, 2020 5:29 am
Forum: SNESdev
Topic: SNES Clone
Replies: 9
Views: 572

Re: SNES Clone

dink wrote:
Mon May 18, 2020 5:13 am
I wonder how they cloned the ic's way back when..
Poorly, if this clone is any indication. :mrgreen:
by tokumaru
Sat May 16, 2020 11:02 am
Forum: Homebrew Projects
Topic: Minecraft Clone on the NES
Replies: 15
Views: 907

Re: Minecraft Clone on the NES

Angry Birds was able to run on the NES almost perfectly Except that this Angry Birds clone killed one of the key aspects of the game, which was the structures crumbling and killing the pigs. Not only is the NES CPU too slow for complex physics calculations, but the sprite capabilities of the system...