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 Forum: Newbie Help Center   Topic: Trying CHR-Ram instead of CHR-Rom -

Posted: Wed Nov 05, 2014 8:25 pm 

Replies: 26
Views: 5098


Alright, so based on all the help, I have this working flawlessly. Tokumaru - once I got the fundamentals down, implementing the variable method you suggested was very easy and is awesome. Now I've got it set up to load as many tiles wherever I want in the pattern table...very logical and is right i...

 Forum: Newbie Help Center   Topic: Trying CHR-Ram instead of CHR-Rom -

Posted: Sun Nov 02, 2014 6:45 pm 

Replies: 26
Views: 5098


Totally makes sense, and makes sense why the offset is happening the higher the number got.

Thanks lidnariq! And everyone else who has been contributing.

Joe G

 Forum: Newbie Help Center   Topic: Trying CHR-Ram instead of CHR-Rom -

Posted: Sun Nov 02, 2014 6:32 pm 

Replies: 26
Views: 5098


Hey tokumaru - well I'll likely adopt a method like that eventually...first I'm trying to get some fundamental understanding going, and this is just sort of easier to implement... I was able to do something like I'd originally set out to do (likely to be updated to a method more like yours, tokumaru...

 Forum: Newbie Help Center   Topic: Trying CHR-Ram instead of CHR-Rom -

Posted: Sun Nov 02, 2014 3:28 pm 

Replies: 26
Views: 5098


Thanks for the info. Still not working as intended. I'm doing a whole lot of plunking around with it and again this is the first day I've had to devote to playing with it, so thanks for bearing with me! I'm generally getting the concept of using the RAM pointer (correct verbiage?), as I've done some...

 Forum: Newbie Help Center   Topic: Trying CHR-Ram instead of CHR-Rom -

Posted: Sun Nov 02, 2014 1:55 pm 

Replies: 26
Views: 5098


Hey guys - thanks so much! Yes, the #$00 was a type in copying it over...my bad! Koitsu - yes, you understood perfectly, I'm essentially talking about rows of the pattern table as seen in the PPU viewer of FCUEX. I am still sort of thinking of it in terms of ROM in my head, so trying to adjust my th...

 Forum: Newbie Help Center   Topic: Trying CHR-Ram instead of CHR-Rom -

Posted: Sun Nov 02, 2014 10:14 am 

Replies: 26
Views: 5098


Playing around a bit with CHR-Ram rather than CHR-Rom (undecided at this moment, but would like to at least have a good handle on it in case I go that direction) - I managed to pull in part of a CHR file using RAM with the help of some awesome folks here. I'm trying to figure out how to append the c...

 Forum: Newbie Help Center   Topic: Creating a 'foreground' depth layer...

Posted: Sat Aug 16, 2014 11:13 am 

Replies: 5
Views: 1647


Thanks for chiming in, Tepples. I'll try a few tests this weekend and report what I find. :-) **I promised I'd report back...and here I am. Yes, it works. And it's pretty easy...exactly as outlined above** Here's a video of it working: http://joegranatoiv.tumblr.com/post/95151389692/days-of-diligenc...

 Forum: Newbie Help Center   Topic: Creating a 'foreground' depth layer...

Posted: Sat Aug 16, 2014 5:55 am 

Replies: 5
Views: 1647


Yeah, I saw that method too. The former seemed the more logical choice right now if I am understanding it right. Does that method make sense from a pragmatic standpoint? *the method I first described, I mean*. I'm going to try some tests this weekend, and if I am conceptually understanding, it shoul...

 Forum: Newbie Help Center   Topic: Creating a 'foreground' depth layer...

Posted: Sat Aug 16, 2014 5:31 am 

Replies: 5
Views: 1647


Alright folks, so I did some research on this and found a trick (if I understood it correctly), and just had a few questions. I've been considering jumping to 8x16 tiles, which may necessitate 'foreground' background tiles. I understand the NES does not have a way to create a foreground layer, per s...

 Forum: Newbie Help Center   Topic: Changing attribute data in game -

Posted: Sat Jul 26, 2014 4:32 pm 

Replies: 5
Views: 1568


Hey thanks so much. It's the writing to $2006 first that I was missing, thanks for clarifying that! The convoluted math way I was attempting to do it was a last ditch effort...essentially, since the 'menu bar' is 128 tiles of data, I was trying to add to the end of that data to get to the attribute ...

 Forum: Newbie Help Center   Topic: Changing attribute data in game -

Posted: Sat Jul 26, 2014 1:50 pm 

Replies: 5
Views: 1568


Hey thanks for the quick reply! No, I know its not $03c0, but it should be $#3c0 more than the start of the nametable data (I think this is a case of me overcomplicating it). Rather than base it on the address of the nametable, let me just try directly changing the attribute data...*smacks head*

 Forum: Newbie Help Center   Topic: Changing attribute data in game -

Posted: Sat Jul 26, 2014 1:07 pm 

Replies: 5
Views: 1568


I'm actually pretty proud that I've devised a hideable quasi-status bar system that works for me (thought probably less than efficient, it still feels good to wrap my head around it!) by turning off rendering and doing a quick overwrite to the 'status bar' area's tiles, then turning rednering back o...

 Forum: NES Music   Topic: FamiTone2 problem - not all notes played?

Posted: Tue Jul 22, 2014 2:18 pm 

Replies: 10
Views: 2972


Annnnnnnnnnd Kasumi for the win. Haha. Yep, that fixed it! I certainly would not have thought to do that in a million years, and sounds from your post that it was unintuitive for you too? That makes me feel a little bit better about my confusion. Haha. And The Fox - thanks for pre-empting THAT heada...

 Forum: NES Music   Topic: FamiTone2 problem - not all notes played?

Posted: Tue Jul 22, 2014 12:26 pm 

Replies: 10
Views: 2972


Here's the ASM. You'll see, it's pretty much completely stripped away...it's just a file to learn FamiTone and try to get something created with FamiTracker to play in an emulator for now. Btw - this doesn't seem to be an issue with the song file - here it is even replaced with the default file that...

 Forum: NES Music   Topic: FamiTone2 problem - not all notes played?

Posted: Tue Jul 22, 2014 11:24 am 

Replies: 10
Views: 2972


Gotcha. Well, my plot with it thickens... Like I said, I'd made a ROM file that simply loaded up and would play the song, just to see how FamiTone2 worked and whatnot. This gave me the ugly 32 steps of ugly noise. Well...just to play out a hypothesis, I added a gamepad function so that the song woul...
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