Search found 563 matches
- Sat Mar 09, 2024 7:53 pm
- Forum: Newbie Help Center
- Topic: Flashing when the next screen is updating
- Replies: 2
- Views: 307
Re: Flashing when the next screen is updating
Haven't looked into the code, but are you making sure that the nametable is updated during vblank? edit: I think the problem is you write to the nametable but you don't write to the scroll registers after that. Your NMI routine has an RTS that when you want to update the nametable skips the scroll r...
- Fri Mar 08, 2024 2:47 pm
- Forum: General Stuff
- Topic: New York Times issues takedowns over word guessing game
- Replies: 4
- Views: 306
Re: New York Times issues takedowns over word guessing game
If they're suing similar games (not clones) just because they play like wordle then I guess Mastermind wants to have a word with NYT.
- Thu Mar 07, 2024 8:51 pm
- Forum: Newbie Help Center
- Topic: NES Game I wrote in 1990
- Replies: 11
- Views: 675
Re: NES Game I wrote in 1990
I just checked and the DMG for nesicide, available here still works on my Mac. However it's been ages [years] since I've done anything to or with it. The motivation/time has just been siphoned elsewhere. But I was fairly successful in using it to help create a game during a game jam in 2020. The ne...
- Mon Feb 05, 2024 11:45 am
- Forum: Newbie Help Center
- Topic: Failing to understand some things
- Replies: 6
- Views: 552
Re: Failing to understand some things
The attribute doesn't produce a palette, it selects which of the 4 palettes that tile will use. There are four palettes available for the bg, so 00, 01, 10 and 11 are all that's needed to select one.
- Mon Feb 05, 2024 8:33 am
- Forum: Newbie Help Center
- Topic: Failing to understand some things
- Replies: 6
- Views: 552
Re: Failing to understand some things
https://www.nesdev.org/wiki/PPU_attribute_tables value = (bottomright << 6) | (bottomleft << 4) | (topright << 2) | (topleft << 0) Or equivalently: 7654 3210 |||| ||++- Color bits 3-2 for top left quadrant of this byte |||| ++--- Color bits 3-2 for top right quadrant of this byte ||++------ Color bi...
- Sun Feb 04, 2024 8:28 am
- Forum: Newbie Help Center
- Topic: Trouble animating sprite
- Replies: 16
- Views: 1140
Re: Trouble animating sprite
Look at your code. You load Y with #0, inc it and then compare it to #3 and #7. Why compare? It is always going to be #1. You need to know what you want to do first.
- Sat Feb 03, 2024 6:52 pm
- Forum: Newbie Help Center
- Topic: Trouble animating sprite
- Replies: 16
- Views: 1140
Re: Trouble animating sprite
Looking at your code BRK seems to be fine.
- Mon Jan 22, 2024 12:42 pm
- Forum: Newbie Help Center
- Topic: Handling background nametables (noobie help needed)
- Replies: 15
- Views: 1870
Re: Handling background nametables (noobie help needed)
Quite a common mistake everyone makes everyday. When loading the palette you're comparing to RAM address $20 instead of a direct value of #20.
- Tue Jan 16, 2024 4:43 pm
- Forum: Newbie Help Center
- Topic: Handling background nametables (noobie help needed)
- Replies: 15
- Views: 1870
Re: Handling background nametables (noobie help needed)
1 - init code from https://www.nesdev.org/wiki/Init_code 2 - write ppu control and ppu mask. no need to generate or use nmi if you don't care about having bogus scroll for a couple of frames. turn on rendering 3 - write nametable data 4 - write palette data, otherwise you may get all grays/black etc...
- Tue Jan 16, 2024 3:56 pm
- Forum: Newbie Help Center
- Topic: Handling background nametables (noobie help needed)
- Replies: 15
- Views: 1870
Re: Handling background nametables (noobie help needed)
You don't need to turn off rendering to change the nametable data. It's just that if you write to it outside of vblank then the scroll position will be bogus for that frame. So, for a first test you don't need to turn it off. I'm only mentioning it because you asked for the minimum required to displ...
- Wed Dec 27, 2023 5:04 am
- Forum: Newbie Help Center
- Topic: Implementing Conditional Sprite Flickering on the NES
- Replies: 5
- Views: 1229
Re: Implementing Conditional Sprite Flickering on the NES
Is there a reason you want it to be conditional? For a shooter, sprite order rotation is mostly not noticeable if there aren't more than 8 sprites in the scanline as none will disappear and only the order will change. You can reserve the player sprite to be always top priority, so it is not consider...
- Sat Dec 16, 2023 6:06 pm
- Forum: General Stuff
- Topic: The Sega Master System thread
- Replies: 77
- Views: 54585
Re: The Sega Master System thread
Whoa!!!! That's huge. Thank you for that!
- Sat Nov 18, 2023 1:16 pm
- Forum: NES Graphics
- Topic: NES Tileset Editor
- Replies: 7
- Views: 3309
Re: NES Tileset Editor
Since you're talking about graphic editors that run on windows add NAW to the list viewtopic.php?t=24026
- Sat Nov 04, 2023 10:51 am
- Forum: NES Graphics
- Topic: NES Assets Workshop (NAW)
- Replies: 8
- Views: 3496
Re: NES Assets Workshop (NAW)
Thank you so much for the feedback! Don't worry, getting opinions from people who have had little time with the tool is almost as invaluable as from people who have hundreds of hours working with it. I really appreciate you taking the time to write about your impressions and suggestions. It would be...
- Thu Sep 21, 2023 5:40 am
- Forum: NES Graphics
- Topic: Legacy Graphics Formats Used in 80s?
- Replies: 9
- Views: 1819
Re: Legacy Graphics Formats Used in 80s?
Coding a NES graphics editor is a fun exercise. I don't really see the point of using intermediary file formats though. Many developers coded their own dedicated editors and I suspect they worked directly in the system's native format.