Search found 158 matches

by puppydrum64
Fri Jun 11, 2021 2:16 pm
Forum: Other Retro Dev
Topic: Neo Geo Tiles Covered Up?
Replies: 5
Views: 662

Re: Neo Geo Tiles Covered Up?

I fixed it now, just had to subtract 1 from the number of tiles per sprite. This code has been tested with sprites of many shapes and sizes, and works for all of them. Feel free to use it if you wish. Giving credit is appreciated but not needed. ;INPUT: ;A0 = SHRINK,Y,X ;A1 = TILE ID CHART ;A2 = PAL...
by puppydrum64
Thu Jun 10, 2021 2:39 pm
Forum: Other Retro Dev
Topic: Neo Geo Tiles Covered Up?
Replies: 5
Views: 662

Re: Neo Geo Tiles Covered Up?

;INPUT: ;D0 = BASE SPRITENUM ;D2 = NUMBER OF SPRITES PER OBJECT ;D4 = NUMBER OF TILES PER SPRITE CreateSprite: MOVE.L D0,D1 ;BACKUP SPRITENUM MOVE.L D2,D3 ;BACKUP SPRITES PER OBJECT ADD.W #$8000,D1 ;ADD $8000 TO GET SCB2 OFFSET MOVE.W #$200,$3C0004 ;SET VRAM TO INC BY $200 MOVE.W D1,$3C0000 ;SET VR...
by puppydrum64
Wed Jun 09, 2021 1:25 pm
Forum: Other Retro Dev
Topic: Neo Geo Tiles Covered Up?
Replies: 5
Views: 662

Re: Neo Geo Tiles Covered Up?

I'm trying to improve the sprite drawing code by allowing passing of certain parameters such as the sprite we want to draw, the base sprite number, width, etc. This all works fine and dandy for sprites that are one tile wide. Once chaining gets involved it all breaks down. My code is a bit messy, I'...
by puppydrum64
Wed Jun 09, 2021 1:22 pm
Forum: Other Retro Dev
Topic: Neo Geo Tiles Covered Up?
Replies: 5
Views: 662

Re: Neo Geo Tiles Covered Up?

EDIT: It works now if I make the tilemap start at an index lower than everything else. I read the wiki and couldn't find that info anywhere :oops: I don't know much about Neo Geo, but as the system (almost) does not have any background layer, a "tile map" is just an array of sprites (I think I've r...
by puppydrum64
Mon Jun 07, 2021 4:51 pm
Forum: Other Retro Dev
Topic: Neo Geo Tiles Covered Up?
Replies: 5
Views: 662

Neo Geo Tiles Covered Up?

EDIT: It works now if I make the tilemap start at an index lower than everything else. I read the wiki and couldn't find that info anywhere :oops: I was curious about Neo Geo programming and decided to give it a go using the Chibiakumas tutorial. Their message board is mostly dead sadly so I doubt I...
by puppydrum64
Fri Jun 04, 2021 5:21 pm
Forum: Newbie Help Center
Topic: Intermediate 6502 Tutorials
Replies: 10
Views: 10685

Re: Intermediate 6502 Tutorials

you can only use something that incs every frame as a power of two timer. So LDA randomTimer AND #%00000001 ; every 2 frames BNE _noText AND #%00000011 ; every 4 frames BNE _noText AND #%00000111 ; every 8 frames BNE _noText etc the AND masks of the bits and then those remaining bits are only 0 1 o...
by puppydrum64
Thu Jun 03, 2021 5:22 pm
Forum: Newbie Help Center
Topic: Creating a text box
Replies: 31
Views: 2027

Re: Creating a text box

Think of ASL as meaning Add to SeLf. Oh, and if you need help integrating my Popslide library, I'm available. I probably will need help because I have no idea how C++ works. At all. I don't know what a makefile is, I tried looking it up but I didn't get it. All I could really do for now was load th...
by puppydrum64
Thu Jun 03, 2021 5:06 pm
Forum: NESdev
Topic: How to view/capture the inputs on $4016/4017
Replies: 13
Views: 2998

Re: How to view/capture the inputs on $4016/4017

I think the best way is to use a state machine for modes. A state machine is a system where you hold a state in a variable and each game iteration of the program loop, you check this state and jump to the corresponding logic. I use a vector table (AKA jump table* or computed GOTO) which is a table ...
by puppydrum64
Wed Jun 02, 2021 2:01 pm
Forum: NESdev
Topic: NES dev on retro pc
Replies: 20
Views: 1892

Re: NES dev on retro pc

Better yet, call it the Apple Two for maximum tilt.
by puppydrum64
Tue Jun 01, 2021 6:44 pm
Forum: Newbie Help Center
Topic: Intermediate 6502 Tutorials
Replies: 10
Views: 10685

Re: Intermediate 6502 Tutorials

So here's a topic I'm not sure how to look up because I don't really know what it's called. But the idea is this: Making text, etc. appear every X frames and space them out equally. For example I have my text box code: NMI_DRAWTEXT: ;draw one letter per NMI. LDA $2002 LDA #$21 STA $2006 LDA tempLett...
by puppydrum64
Tue Jun 01, 2021 6:32 pm
Forum: NESdev
Topic: NES dev on retro pc
Replies: 20
Views: 1892

Re: NES dev on retro pc

which apple II ? the Apple II 4K no. because you have to hold your code in RAM as well and you are way under. 16K still no. 48K how much ROM code do you have, 32K then you have 16K of RAM left. 128K lots more RAM. On the NES you have more than the Zero Page you have 2K of RAM. However porting a NES...
by puppydrum64
Tue Jun 01, 2021 6:04 pm
Forum: Newbie Help Center
Topic: storing metatiles and their order
Replies: 9
Views: 3355

Re: storing metatiles and their order

I like the trick with -16 which lets you avoid the "CMP tax" since you never need it for 0 or 80. That's clever. But I'm not sure how this applies to attribute data which is only $40 bytes at most. Tile drawing maybe.
by puppydrum64
Tue Jun 01, 2021 2:04 pm
Forum: Newbie Help Center
Topic: Creating a text box
Replies: 31
Views: 2027

Re: Creating a text box

I thought ASL preserved bit 7 (the leftmost bit) but LSL did not. For example: LDA #%10000000 ASL A wouldn't change anything. But maybe I'm wrong. There is no LSL. There is ASL and LSR no LSL. If you assembler accepts LSL then it is an alternative mnemonic for ASL nothing more. I know there's no AS...
by puppydrum64
Mon May 31, 2021 6:49 pm
Forum: Homebrew Projects
Topic: NES Calculator
Replies: 5
Views: 1059

Re: NES Calculator

You're right that is terrible.

I saw you had Pi in your screenshot, any possibility of a pi button? Seems like it would be easy to do, just have it return a constant value like any other number key.
by puppydrum64
Mon May 31, 2021 5:08 pm
Forum: Newbie Help Center
Topic: Creating a text box
Replies: 31
Views: 2027

Re: Creating a text box

What does it mean to "unroll" a loop exactly? You could try doing a web search for it, which would've given you this answer a lot more quickly than asking here. Fair enough. Turns out it was something I had been doing already in other places but I didn't know the name of it As for applying it, I th...