Search found 76 matches

by klonoa
Sun Oct 08, 2023 9:37 pm
Forum: Newbie Help Center
Topic: Base nametable changing after setting adress?
Replies: 3
Views: 1444

Re: Base nametable changing after setting adress?

Thanks for the explanation! That actually makes a lot of sense. You're right it is documented. https://www.nesdev.org/wiki/PPU_scrolling#Wrapping_around I didn't know the ppu used the same address register Internally. Does that also mean that the scroll is actually nothing more than a fancy way to s...
by klonoa
Sun Oct 08, 2023 6:58 pm
Forum: Newbie Help Center
Topic: Base nametable changing after setting adress?
Replies: 3
Views: 1444

Base nametable changing after setting adress?

Hello fellow nesdevers, I just ran into something interesting. I have the ppuCtrl set to have $2C00 as the base nametable address After I set the ppu adress to $2000 (I want to write to the other nametable) the ppuCtrl magically sets itself to have $2000 as the base nametable address. After I write ...
by klonoa
Mon Oct 19, 2020 6:45 am
Forum: Other Retro Dev
Topic: Megadrive 16bit adres boundaries
Replies: 2
Views: 9527

Re: Megadrive 16bit adres boundaries

Found it! :D For any other noobies that might see this, this is the way to do it if you're using asm68k: BiggerText: DC.B 'Hi this is a text with more lines',$0D DC.B "It's quite handy writing these lines in the editor",$0D DC.B "Here's just one more line for good measure",$0D,$0...
by klonoa
Mon Oct 19, 2020 6:24 am
Forum: Other Retro Dev
Topic: Megadrive 16bit adres boundaries
Replies: 2
Views: 9527

Megadrive 16bit adres boundaries

Hey all, I'm making a simple tic-tac-toe game for the megadrive just to kinda get to know the system. I was working on a function that would display a block of text so I typed up this: BiggerText: DC.B 'Hi this is a text with more lines',$0D DC.B "It's quite handy writing these lines in the edi...
by klonoa
Thu Sep 03, 2020 9:31 am
Forum: General Stuff
Topic: The learning process
Replies: 6
Views: 5988

The learning process

Hi all! I had a passionate (but friendly) discussion with a friend a few days ago about how to approach learning a new programming language or any topic for that matter. Our big disagreement was on the amount of preparation before jumping in. He argued it's better to first read up on everything as m...
by klonoa
Thu Sep 03, 2020 9:10 am
Forum: General Stuff
Topic: Trying to figure out my next project
Replies: 3
Views: 4863

Re: Trying to figure out my next project

I'd go for the scrolling shooter idea.
I think it gives you the most creative freedom and also the ability to quickly add ideas in there,
if that makes sense.

The best of luck to you and your dad!
by klonoa
Tue Sep 01, 2020 4:37 pm
Forum: Homebrew Projects
Topic: My first nes game! (DemonDistrict)
Replies: 38
Views: 34480

Re: My first nes game! (DemonDistrict)

I'll update this post soon for people who would like to see. :) I missed this the first time around, but I played through it just now, and survived! It's got a cool little atmosphere, and I like that the puzzles (and, more specifically, their solutions) actually make sense. It's got a great vibe! C...
by klonoa
Mon Aug 24, 2020 4:00 pm
Forum: Newbie Help Center
Topic: How is this possible?
Replies: 7
Views: 3836

Re: How is this possible?

I'm not sure if I understand well what you're doing, but you're supposed to set all 64 hardware sprites to some value every frame. Unused sprites usually go in the $f0-$ff range for vertical position. You're not supposed to use the sprite X/Y coordinates from shadow OAM as actual game values. Of co...
by klonoa
Mon Aug 24, 2020 12:43 pm
Forum: Newbie Help Center
Topic: How is this possible?
Replies: 7
Views: 3836

Re: How is this possible?

I also noticed in that debugger that none of the zeropage variables are using zeropage addressing mode (STA $003A instead of STA $3A). So they're all 1 byte larger and 1 cycle slower, it could be running slower than you expected. If you're using the NESASM assembler, you have to specifically type &...
by klonoa
Mon Aug 24, 2020 12:36 pm
Forum: Newbie Help Center
Topic: How is this possible?
Replies: 7
Views: 3836

Re: How is this possible?

Found it! :D You were right, the nmi wasn't done before the next nmi was triggered. (There should be a name for this) I did store the registers but made the big error to first jsr to a function. I probably put it there late one evening when I wasn't thinking right. :lol: :oops: https://i.imgur.com/8...
by klonoa
Sun Aug 23, 2020 4:29 am
Forum: Newbie Help Center
Topic: How is this possible?
Replies: 7
Views: 3836

How is this possible?

Hi all, I have this very annoying bug that I can't find the cause of for the life of me. When the character reaches the right of the screen I disable sprite rendering, delete all sprites except for the character, load the new screen and put the character on the left of the screen. This works 85% of ...
by klonoa
Mon Aug 17, 2020 10:46 am
Forum: Newbie Help Center
Topic: Sprite 0 hit, do I understand correctly?
Replies: 6
Views: 4096

Re: Sprite 0 hit, do I understand correctly?

Sprite 0 has no associated interrupt. The only thing you can do to run code at the exact time you want with it is if you "lock" the CPU in a loop that checks the flag continuously (called polling) and then exits when it sees that the bit has gone to 1. This means you can not do anything e...
by klonoa
Mon Aug 10, 2020 2:29 am
Forum: Newbie Help Center
Topic: Sprite 0 hit, do I understand correctly?
Replies: 6
Views: 4096

Re: Sprite 0 hit, do I understand correctly?

I'd place sprite 0 around x0 and y52 so it will set the flag when the beam is around the last 5th of the screen. Also note that as there are 200+ horizontal lines in a screen, putting sprite 0 at y=52 place it nearer to the top of the screen, rather than around the last 5th of it (note that during ...
by klonoa
Mon Aug 10, 2020 1:21 am
Forum: Newbie Help Center
Topic: Sprite 0 hit, do I understand correctly?
Replies: 6
Views: 4096

Re: Sprite 0 hit, do I understand correctly?

Thanks! That pretty much explains everything. :D
by klonoa
Sat Aug 08, 2020 8:04 am
Forum: Newbie Help Center
Topic: Sprite 0 hit, do I understand correctly?
Replies: 6
Views: 4096

Sprite 0 hit, do I understand correctly?

Good day all, I was reading up on the sprite 0 flag and immediately a few questions started popping up in my head. When an nmi hits: 0. update color palates and background tiles if necessary. (still in vblank) 1. Do the sprite DMA. (still in vblank) 2. Read controllers. 2. update game. 3. update mus...