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 Forum: Newbie Help Center   Topic: VRAM buffer?

 Post subject: VRAM buffer?
Posted: Wed Apr 22, 2015 7:29 am 

Replies: 3
Views: 1266


I'm looking for a starting point here as to best methods for creating a simple vram buffer. I understand the reasons to have one; the limited amount of time for graphical updates in the vBlank. So for things like HUD updates, background graphic changes, etc...I get it. I get that the concept would b...

 Forum: Newbie Help Center   Topic: Wonky compare issue

 Post subject: Re: Wonky compare issue
Posted: Sat Apr 18, 2015 10:33 am 

Replies: 10
Views: 2070


Oops yeah that's what i meant. Alright...thats good info. I'll play a little with this today. **** I seem to have no problem doing the compare with a positive number but can't seem to get this working with a negative one. The number should swing from a potential positive value to a potential negativ...

 Forum: Newbie Help Center   Topic: Wonky compare issue

 Post subject: Re: Wonky compare issue
Posted: Sat Apr 18, 2015 8:42 am 

Replies: 10
Views: 2070


This is helping a lot (signed, unsigned numbers). And I'm getting the concept - if there was some function that took #$10 and subtracted #$20, the result, unsigned, would be #$F0 (#%11110000), and when figuring this as a signed value, that 7th bit would be determinant that this is *negative* (essent...

 Forum: Newbie Help Center   Topic: Wonky compare issue

 Post subject: Re: Wonky compare issue
Posted: Fri Apr 17, 2015 11:37 am 

Replies: 10
Views: 2070


Right. That's probably exactly it. Damn. My brain hurts. haha

 Forum: Newbie Help Center   Topic: Wonky compare issue

 Post subject: Wonky compare issue
Posted: Fri Apr 17, 2015 11:19 am 

Replies: 10
Views: 2070


Alright, so I had a little gremlin...it bugged me enough to just play around in a dummy file. For the life of me, I can't figure out what is going on here. Here's the simple program: Calculation: LDA gamepad AND #PAD_R BEQ notPressingRight LDA number CLC ADC #$01 STA number CMP #$80 BMI keepGoing JM...

 Forum: Newbie Help Center   Topic: Simple table read...

 Post subject: Re: Simple table read...
Posted: Fri Apr 10, 2015 11:24 am 

Replies: 4
Views: 1247


Ugh....disregard this entire thread. I might just delete it. I'm both not crazy and also completely careless. In my testing ground here, I was loading 'test' hex values to the attributes...not at all correlating to what they should have been in binary. There was nothing wrong with my table read, app...

 Forum: Newbie Help Center   Topic: Simple table read...

 Post subject: Re: Simple table read...
Posted: Fri Apr 10, 2015 10:44 am 

Replies: 4
Views: 1247


What's frustrating is it's pretty simple. Just trying to draw to the spriteRam I set up (constant...spriteRam = $0200). I've done this a dozen times or more. There's a table which contains four bytes of tile data followed by four bytes of attribute data. I find the tile data (0-3), write it to sprit...

 Forum: Newbie Help Center   Topic: Simple table read...

 Post subject: Simple table read...
Posted: Fri Apr 10, 2015 10:22 am 

Replies: 4
Views: 1247


Alright, so this should work based on my understanding and other similar examples I have tried. If I have a table that is simply this: DataTable: .db $0A, $0B, $0C, $0D ...and, want to call and store the appropriate value... LDY $02 LDA DataTable,y STA someAddress ...shouldn't the value $0C now be s...

 Forum: Newbie Help Center   Topic: Still grasping indirect addressing...

Posted: Mon Apr 06, 2015 10:02 am 

Replies: 16
Views: 2966


Its more related to other data that will also be packed into each bank relating to those screens specifically. With the method I'm doing now, I could obviously put them in any order so long as the right bank gets loaded upon transition. It's entire possible some arbitrary 'rooms' might also fill out...

 Forum: Newbie Help Center   Topic: Still grasping indirect addressing...

Posted: Mon Apr 06, 2015 8:10 am 

Replies: 16
Views: 2966


Alright, maybe I'll just tweak the method I have rather than making it unnecessarily more difficult than it has to be. The room data will likely not be exactly the same, but the idea is to have it all fit inside of the bank container...so x rooms in bank 0 might take up 75% of the bank space where a...

 Forum: Newbie Help Center   Topic: Still grasping indirect addressing...

Posted: Mon Apr 06, 2015 6:03 am 

Replies: 16
Views: 2966


If I'm understanding what you're saying (with the first example), that's sort of how I have it now. If my game has 160 rooms, for instance (that's 10 banks of 16 rooms), it might look like: ;;Bank 0 rm0: .include "Room0.asm" rm1: .include "Room1.asm" .... rm0F: .include "Roo...

 Forum: Newbie Help Center   Topic: Still grasping indirect addressing...

Posted: Sun Apr 05, 2015 5:39 pm 

Replies: 16
Views: 2966


hey Joe - thanks for the advice. I'm still a novice at this, for sure, but I'm getting the hang of things. I do have a table with bank numbers. That's already happening. My concept has been to this point just .include - ing level data under easily defined labels...for instance, in bank0 I might have...

 Forum: Newbie Help Center   Topic: Still grasping indirect addressing...

Posted: Sun Apr 05, 2015 3:08 pm 

Replies: 16
Views: 2966


I think I may have misprinted some of that when I was originally copying it over (to try and get something conceptual). Maybe if I lay out exactly what I'm trying to do, you guys might provide me with a best method. Maybe I'm overcomplicating it anyway. I'm trying to make my calls for level data mor...

 Forum: Newbie Help Center   Topic: Still grasping indirect addressing...

Posted: Sun Apr 05, 2015 1:34 pm 

Replies: 16
Views: 2966


Yes, I also had the high bytes - was just reducing for the post. The parentheses might be the issue though! Hopefully! Let me check it out.

 Forum: Newbie Help Center   Topic: Still grasping indirect addressing...

Posted: Sun Apr 05, 2015 11:56 am 

Replies: 16
Views: 2966


So, I have plenty of places right now that are being indirectly addressed, but now that I'm sort of creating a jump table (indirect address pointing to indirect addresses), can't quite wrap my head around it. Hoping someone can help. So, essentially I want something like this: StartAddressLo: .db <n...
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