Search found 101 matches
- Wed Feb 19, 2020 9:43 am
- Forum: NES Graphics
- Topic: Hiring Pixel Artist - Tips / Standards ?
- Replies: 1
- Views: 3407
Hiring Pixel Artist - Tips / Standards ?
I want to start outsourcing some of the pixel art I need done for a few my homebrews. I don't want to waste an artist's time, nor do I want to waste my money. What tips could you provide to best make the transaction easier? Do you have any lessons learned from previous experiences hiring pixel artis...
- Tue Feb 18, 2020 10:17 am
- Forum: NESdev
- Topic: Image Parser
- Replies: 2
- Views: 5562
Image Parser
I've uploaded a tool I made to help me convert image files into CHR, palette, and sprite files. https://github.com/Lucradan/ImageParser This allows a user to 1. Import an image 2. Edit its palette and recolor it 3. Place and move it on the screen (256x240) 4. Assign Background and Sprite Layer Palet...
- Tue Dec 03, 2019 9:42 am
- Forum: NESdev
- Topic: Tools and Code Repository
- Replies: 3
- Views: 3225
Tools and Code Repository
I'd like to share some tools I've created and some ASM6 subroutines. Any recommendations on how I might be able to do this? Specifically, places where I could submit and host.
- Wed Nov 06, 2019 2:13 pm
- Forum: NESdev
- Topic: FCEUX + Midframe Palette Swap
- Replies: 22
- Views: 8634
Re: FCEUX + Midframe Palette Swap
Thank you everyone! You're AWESOME! I got it the IRQ handlers fixed and timed perfectly with Mesen. It takes 24 scanlines to change all the palettes. That's 3 lines per palette: 1 line to change the colors during hblank, one line to reset the scroll, and one line to relatch the IRQ (done outside the...
- Wed Nov 06, 2019 11:24 am
- Forum: NESdev
- Topic: Updated random number generator (efficient 8-step LFSRs)
- Replies: 7
- Views: 6226
Re: Updated random number generator (efficient 8-step LFSRs)
See the code here. They do a great job of explaining the LFSRlidnariq wrote:???
https://codebase64.org/doku.php?id=base ... 8-bit_prng
The "tuning parameter" is the value in the EOR command.
- Wed Nov 06, 2019 7:52 am
- Forum: NESdev
- Topic: Updated random number generator (efficient 8-step LFSRs)
- Replies: 7
- Views: 6226
Re: Updated random number generator (efficient 8-step LFSRs)
Most PRNGs (including LFSRs) work on the same idea of a moving along a fixed Hamiltonian cycle. Depending on the tuning parameters, LFSRs work on 1 of 16 different cycles. If you want the fastest PRNG, just create your own random permutation of the numbers 0 to 255 and use it as a look up table. It'...
- Wed Nov 06, 2019 12:06 am
- Forum: NESdev
- Topic: FCEUX + Midframe Palette Swap
- Replies: 22
- Views: 8634
Re: FCEUX + Midframe Palette Swap
nmi_handler: ; point vector $FFFA here inc nmis rti ppu_vsync: lda nmis @loop: cmp nmis beq @loop rts This is what I ended up doing. I already had the frame counter in the NMI. The only warning I see with this is if I trigger an IRQ during this wait loop. That IRQ must restore the accumulator befor...
- Tue Nov 05, 2019 8:19 pm
- Forum: NESdev
- Topic: FCEUX + Midframe Palette Swap
- Replies: 22
- Views: 8634
Re: FCEUX + Midframe Palette Swap
One alternative would be to point your IRQ vector to RAM, so you could select different handlers without any delays whatsoever (always make sure no IRQs fire while you're changing the address, or the program might crash). Could you clarify on how to do this properly? I'm not getting it. If I point ...
- Tue Nov 05, 2019 5:53 pm
- Forum: NESdev
- Topic: FCEUX + Midframe Palette Swap
- Replies: 22
- Views: 8634
Re: FCEUX + Midframe Palette Swap
I think that sounds like a plan. I'll check out Mesen when I get home. I THINK I might know one culprit that could me causing the intermittent flickering. I have the wrong "Wait for NMI" code in my main loops. I used the same BIT status check loop as I did in my RESET code. I should have been using ...
- Tue Nov 05, 2019 4:13 pm
- Forum: NESdev
- Topic: FCEUX + Midframe Palette Swap
- Replies: 22
- Views: 8634
Re: FCEUX + Midframe Palette Swap
UPDATE! I've made some fixes to the IRQ handler and simplified it by reducing the palette change to a single color (for now). This made the "gray line" problem to go away! LBL.BATTLE.PaletteChangeIRQ: STA IRQDISABLE LDX #$03 ; <-------- Low BYTE of PPU Palette LDY BUF.PALETTE.IRQ+12 ;Wait until next...
- Tue Nov 05, 2019 2:16 pm
- Forum: NESdev
- Topic: FCEUX + Midframe Palette Swap
- Replies: 22
- Views: 8634
Re: FCEUX + Midframe Palette Swap
The IRQ handler ends with a JMP and not an RTI? That's probably not what you want if this is the direct handler pointed to by the IRQ vector. Here is my IRQ handler. I just do an indirect jump to the value put in the pointer PTR.IRQJUMP which can change based on what I need to do with the IRQ (bank...
- Tue Nov 05, 2019 12:03 pm
- Forum: NESdev
- Topic: FCEUX + Midframe Palette Swap
- Replies: 22
- Views: 8634
Re: FCEUX + Midframe Palette Swap
I've though I'd followed the resources, but I must be missing something. Here is my IRQ so far: LBL.BATTLE.PaletteChangeIRQ: STA IRQDISABLE ; Disable Rendering LDX #$00 STX PPUMASK ; Resets the PPU address BIT PPUSTATUS ; Sets the PPU Address High Byte LDA #$3F STA PPUADDR ; Sets the PPU Address Low...
- Tue Nov 05, 2019 7:46 am
- Forum: NESdev
- Topic: FCEUX + Midframe Palette Swap
- Replies: 22
- Views: 8634
FCEUX + Midframe Palette Swap
Today, I'm going to try and tackle the dreaded midframe palette swap techniques described here https://forums.nesdev.com/viewtopic.php?f=2&t=13188 I have more than enough empty scanlines to pull this off so I'm not too worried. Was FCEUX ever updated so these effects can be emulated, or is there ano...
- Tue Oct 29, 2019 6:33 am
- Forum: Newbie Help Center
- Topic: RPG Advice
- Replies: 3
- Views: 6439
Re: RPG Advice
Those are great resources, thank you! I played around with some of the numbers over the last few days and think I have a good idea of how I should proceed. I'm going to try and leave as much flexibility as I can in many of the game mechanisms now to allow for more tuning options later. Lookup tables...
- Mon Oct 28, 2019 4:37 pm
- Forum: Newbie Help Center
- Topic: RPG Advice
- Replies: 3
- Views: 6439
RPG Advice
I'm working on a Final Fantasy style RPG. I've found a very detailed game mechanics breakdown which has been a great baseline on how things could be done: https://gamefaqs.gamespot.com/nes/522595-final-fantasy/faqs/57009 I'm looking for other insight, resources, or lessons learned in making these ty...