I think it works horizontally, right?Bregalad wrote:I'm afraid $2000.1 writes wouldn't take effect mid-frame.
Why 32KB?Bregalad wrote:you'd have to replace the 8k CHR-RAM by a 32k one
Moderator: Moderators
Yeah, already better than 16x16, and can be done with regular vertical mirroring.tepples wrote:Horizontally would only give you 16x8 pixel attribute areas, but that might be good enough.
Yeah, so I expected a 16KB chip to be used...you'd need 12 KB
Weird that they don't make 16KB SRAMs.but SRAMs appear to come in sizes that are a power of 4 times 512 bytes: 2 KiB, 8 KiB, 32 KiB.
Oh yeah, I forgot about that picture! It's pretty old, probably something I saw when I first started studying the NES! =)ccovell wrote:Your "algorithm" looks a lot like my old one:
Yeah, I didn't bother coding a tool because I don't think the results are good enough, and I can't see it being used for actual game projects.All done by hand, right?
This looks very good, and it's nice that you're considering using slopes in your game... a lot of people are afraid of implementing them, but I think they are worth the trouble and make all the difference.cartlemmy wrote: