Search found 306 matches

by sdm
Wed Nov 15, 2017 2:48 pm
Forum: Newbie Help Center
Topic: Regarding CHR banks for MMC3
Replies: 9
Views: 3753

Re: Regarding CHR banks for MMC3

I had a code reset at bank0. Now it's ok. Thanks :)

Code: Select all


TileSet0:

	.incbin "demo.spr"
	.incbin "demo.chr"


	.bank 17
	.org $0000

TileSet1:


	.incbin "demo.spr"
	.incbin "demo.chr"
by sdm
Wed Nov 15, 2017 3:07 am
Forum: Newbie Help Center
Topic: Regarding CHR banks for MMC3
Replies: 9
Views: 3753

Re: Regarding CHR banks for MMC3

Does NESASM3 have the ability to define 1KB CHR banks or do they always have 8KB? Recently I tried to do test namco163 ROM and set the CHR banks. Unfortunately nothing works (Graphics are not displayed). .inesprg 8 .ineschr 2 .inesmap 19 .inesmir 0 .bank 16 .org $0000 TileSet0: .incbin "demo.spr0" ....
by sdm
Fri Nov 10, 2017 4:48 am
Forum: Homebrew Projects
Topic: BomberMan / Dynablaster style game
Replies: 9
Views: 4892

Re: BomberMan / Dynablaster style game

When updating the NT you don't need to update the address if the next tile you update is right after the previous one. You're right, I did not think about it ... it changed a lot, thanks! :) I totally forgot that every write to 2007 registry increases the PPU's address by one... :oops: And actually...
by sdm
Fri Nov 10, 2017 2:35 am
Forum: Homebrew Projects
Topic: BomberMan / Dynablaster style game
Replies: 9
Views: 4892

Re: BomberMan / Dynablaster style game

Thanks. I noticed post on nintendoage. However, moving the BOMB_PPU_TILEx_Addrxx variables to the PPUs is a lot of code, and it takes NMI time - I do not know if this can be simplified with UNROM. However, in Bomberman there are no CHR banks switching, and there are many bombs and each has its own a...
by sdm
Thu Nov 09, 2017 1:09 pm
Forum: Homebrew Projects
Topic: BomberMan / Dynablaster style game
Replies: 9
Views: 4892

BomberMan / Dynablaster style game

Some time ago I tried to do a game similar to Bomber Man. The main reason was the curiosity I could do with my low programming capabilities ... I had some problems, but I could almost copy the basics of this game. Of course, still a long way to go and I have some things I can not solve. The first th...
by sdm
Sat Nov 04, 2017 6:54 am
Forum: Newbie Help Center
Topic: Scrolling ($2005) two nametables and stop at the last one
Replies: 4
Views: 1626

Scrolling ($2005) two nametables and stop at the last one

I have a problem with scrolling two screens (two nametable in all 2KB VRAM). I just wish that at the end of the scrolling would ideally stay on the second nametable ($ 2400). Unfortunately, when the XSCROLL value reaches FF, the second screen is uneven (one pixel). Two test roms, press any button to...
by sdm
Wed Nov 01, 2017 2:12 pm
Forum: Homebrew Projects
Topic: Micro Knight & Micro Knight 2 - my homebrew games
Replies: 14
Views: 11435

Re: Micro Knight & Micro Knight 2 - my homebrew games

Another simple m.k. game made by me. https://i.postimg.cc/47LnnGsq/mk-rotfs-1.jpg https://i.postimg.cc/fSVy9PbL/mk-rotfs-2.jpg https://i.postimg.cc/Z0nC2WLS/mk-rotfs-3.jpg https://i.postimg.cc/fkPJNMH0/mk-rotfs-4.jpg https://i.postimg.cc/cr861Pjk/mk-rotfs-5.jpg https://i.postimg.cc/xXD8XtVf/mk-rotfs...
by sdm
Sun Oct 22, 2017 2:11 pm
Forum: Homebrew Projects
Topic: DELETE TOPIC
Replies: 10
Views: 14301

Re: Just Another Maze Game

DELETE TOPIC
by sdm
Fri Oct 20, 2017 9:30 am
Forum: Newbie Help Center
Topic: The loop which sets various bits at a certain time/frames.
Replies: 10
Views: 2415

Re: The loop which sets various bits at a certain time/frame

ok thanks, everything works just as I wanted.
by sdm
Fri Oct 20, 2017 12:32 am
Forum: Newbie Help Center
Topic: The loop which sets various bits at a certain time/frames.
Replies: 10
Views: 2415

Re: The loop which sets various bits at a certain time/frame

To this variable (bits) I will refer to when I want to slow down the movement of objects on the screen. Their movement will be dependent on the need to run the given bit (set 1 = on, set 0- =off movement). Something like that.
by sdm
Thu Oct 19, 2017 2:19 pm
Forum: Newbie Help Center
Topic: The loop which sets various bits at a certain time/frames.
Replies: 10
Views: 2415

Re: The loop which sets various bits at a certain time/frame

Thanks, i try it. I've tried to do something before (using one byte) : TEST: LDA bits EOR #%00000001 STA bits LDA bits AND #%00000001 BNE n1 RTS n1: LDA bits EOR #%00000010 STA bits LDA bits AND #%00000010 BNE n2 RTS n2: LDA bits EOR #%00000100 STA bits LDA bits AND #%00000100 BNE n3 RTS n3: LDA bit...
by sdm
Thu Oct 19, 2017 12:41 pm
Forum: Newbie Help Center
Topic: The loop which sets various bits at a certain time/frames.
Replies: 10
Views: 2415

The loop which sets various bits at a certain time/frames.

I would need a code, which will be set and clear different bits (one byte=eight bits) in different time intervals (frames). For example: 00000001 - This bit is set every second frame (frame1 = 1(set), frame2 = 0(clear), frame3 = 1,frame4 = 0, etc etc) 00000010 - This bit is set every third frame (fr...
by sdm
Sun Sep 17, 2017 2:54 pm
Forum: Newbie Help Center
Topic: simple platform game to test - engine errors, comments, etc.
Replies: 1
Views: 1450

simple platform game to test - engine errors, comments, etc.

Any comments very welcome; It is mainly about any errors in the correctness of the game engine - collision, crossing maps, jumping, etc etc. (especially on real hardware).
by sdm
Thu Sep 14, 2017 5:38 pm
Forum: Newbie Help Center
Topic: Split one value into two independent Sprite digits
Replies: 2
Views: 1403

Re: Split one value into two independent Sprite digits

Okay, I got it. Now collected object (gold) increases the value in the "GOLDnumber1", which is reset upon reaching a value of 10, while increasing the value in one GOLDnumber2. The most important works ok. GOLD_Status: LDA #$F0 CLC ADC GOLD_Number1 STA GOLD1_T LDA #$F0 CLC ADC GOLD_Number2 STA GOLD2...
by sdm
Thu Sep 14, 2017 12:16 pm
Forum: Newbie Help Center
Topic: Split one value into two independent Sprite digits
Replies: 2
Views: 1403

Split one value into two independent Sprite digits

I would like to break one value (a variable in RAM) so that it can be displayed in two graphical numbers on the screen. The variable in RAM will have a value of up to 64 (40hex). Two sprites will be used for this purpose. Showing values 0-9 is easy, but I do not know how to code so that it automatic...