Search found 114 matches

by Dafydd
Sun Feb 24, 2013 5:15 pm
Forum: Newbie Help Center
Topic: Universal background color
Replies: 50
Views: 8462

Re: Universal background color

koitsu wrote:3rd STA was the result of an extra copy-paste, yep. Oops! :-)
Thanks for clarifying - that part was a little confusing :)
by Dafydd
Sun Feb 24, 2013 5:09 pm
Forum: Newbie Help Center
Topic: Accessing data or "strings" in data segment
Replies: 57
Views: 8097

Re: Accessing data or "strings" in data segment

It's common for games to have OAM at $0200, but it doesn't HAVE to be there, it can be anywhere (even at $8000 and up, which is ROM). I remember a couple of games using $0500 or $0700 for sprites. About this... as far as I can understand, all you need do is lda #$02 sta $4014 and the entire content...
by Dafydd
Sun Feb 24, 2013 4:55 pm
Forum: Newbie Help Center
Topic: Universal background color
Replies: 50
Views: 8462

Re: Universal background color

Aww, crap . I was hoping I could take a shortcut there :P Yeah, I got that it affects more than just the scrolling. A schematic showing how it all happens à la Logisim or something would be really sweet. I'm not asking you to make one for me, but once I get to grips with this, I might make one mysel...
by Dafydd
Sun Feb 24, 2013 4:12 pm
Forum: Newbie Help Center
Topic: Accessing data or "strings" in data segment
Replies: 57
Views: 8097

Re: Accessing data or "strings" in data segment

Most people don't come close to using the whole 256 bytes of page 1 for the stack, so it's often OK to use $0100 up for variables. You typically wouldn't do this before having used up ALL other pages of memory though. In my case, I most likely won't even fill up the zero page, but if there are some...
by Dafydd
Sun Feb 24, 2013 3:57 pm
Forum: Newbie Help Center
Topic: Universal background color
Replies: 50
Views: 8462

Re: Universal background color

I'll try to dumb this down a bit: Haha. I appreciate it :) I know exactly what you mean about the early games being simple, even disregarding things like mappers enabling later games to do things the early ones couldn't do (though I think at least part of the explanation is many of them were ports ...
by Dafydd
Sun Feb 24, 2013 3:35 pm
Forum: NES Graphics
Topic: NES Screen Tool
Replies: 281
Views: 145643

Re: NES Screen Tool

Ah. Yeah, that works too. Thanks again!
by Dafydd
Sun Feb 24, 2013 3:32 pm
Forum: Newbie Help Center
Topic: Accessing data or "strings" in data segment
Replies: 57
Views: 8097

Re: Accessing data or "strings" in data segment

Thanks, but I was referring to those 2KB of internal RAM ($0000-$07FF), which is not laid out in detail on this page. Wasn't very clear there, was I :wink:
by Dafydd
Sun Feb 24, 2013 1:43 pm
Forum: NES Graphics
Topic: NES Screen Tool
Replies: 281
Views: 145643

Re: NES Screen Tool

Say I have some text in my nametable, using font tiles at $00-$2F, and then realize I want my font tiles at $30-5F instead. So I move the tiles from $00-$2F to $30-$5F, and I have to retype all my text again. A simple button somewhere for enabling the nametable to update itself to use new tile numbe...
by Dafydd
Sun Feb 24, 2013 1:29 pm
Forum: Newbie Help Center
Topic: Accessing data or "strings" in data segment
Replies: 57
Views: 8097

Re: Accessing data or "strings" in data segment

Oh, ok. Yes, I'm using CA65.

Are there other pages in RAM I should know about, besides $0000 for zp, $0100 for the stack and $0200 (which is for OAM... stuff, according to the example code)?
by Dafydd
Sun Feb 24, 2013 1:07 pm
Forum: Newbie Help Center
Topic: Accessing data or "strings" in data segment
Replies: 57
Views: 8097

Re: Accessing data or "strings" in data segment

Wait, so how do I store RAM labels? Say I want to have a label for cam_position_x or something in RAM, accessible at all times. Do I do something like cam_position_x = $0101 cam_position_y = $0102 ldx cam_position_x inx ; scroll right stx cam_position_x stx $2005 ; repeat for y or can I somehow stor...
by Dafydd
Sun Feb 24, 2013 7:59 am
Forum: Newbie Help Center
Topic: Universal background color
Replies: 50
Views: 8462

Re: Universal background color

Well... when you put it that way, maybe not.
by Dafydd
Sat Feb 23, 2013 8:43 pm
Forum: Newbie Help Center
Topic: Universal background color
Replies: 50
Views: 8462

Re: Universal background color

Roger. Certainly strange behavior, this. Some senior engineer at Nintendo was quoted somewhere as saying that the reason the guy who designed the NES (who was allegedly young and inexperienced) pulled it off was because he, unlike the others, didn't know it was impossible. I guess this type of weird...
by Dafydd
Sat Feb 23, 2013 8:15 pm
Forum: Newbie Help Center
Topic: Accessing data or "strings" in data segment
Replies: 57
Views: 8097

Re: Accessing data or "strings" in data segment

That did it. Thank you so much!

EDIT: Except now I need to do inx twice, or I will get tile 0 after each letter of the word. Why is this?
EDIT2: I had changed from .byte to .word and then forgotten about it. Sorry.
by Dafydd
Sat Feb 23, 2013 8:14 pm
Forum: Newbie Help Center
Topic: Universal background color
Replies: 50
Views: 8462

Re: Universal background color

Thanks, I will.
by Dafydd
Sat Feb 23, 2013 7:47 pm
Forum: Newbie Help Center
Topic: Universal background color
Replies: 50
Views: 8462

Re: Universal background color

I understood the latch part, but I misunderstood coarse and fine x scroll as being two separate bytes. Which doesn't make sense, of course.

Still, I don't see why the game starts scrolled down, but nevermind. Thanks!