It is currently Mon Aug 20, 2018 9:59 am

All times are UTC - 7 hours



Search found 301 matches
Search these results:

Author Message

 Forum: Newbie Help Center   Topic: Doing some optimizing...going cross eyed...

Posted: Fri Nov 03, 2017 10:27 am 

Replies: 4
Views: 738


I have a few instances of this - it is very very very old code, so it's been a while since I dug in, and there are a few quirks I'm not sure the reasoning behind. That being one. Now as I go back through and optimize with greater understanding, I'm attempting to fix all those sorts of things (in any...

 Forum: Newbie Help Center   Topic: Doing some optimizing...going cross eyed...

Posted: Fri Nov 03, 2017 10:07 am 

Replies: 4
Views: 738


Alright - so I'm attempting to do some optimization. Using ASM6, and using CHR ram. Essentially, I have different *types* of tiles that can be loaded (background, screen object, paths), and the loading of each treated slightly differently...and indexes to each are buried in their own tables. It gets...

 Forum: Newbie Help Center   Topic: Hblank - Palette swap mid frame, etc....

Posted: Sat Aug 05, 2017 7:25 pm 

Replies: 47
Views: 4364


Annnnnd first step = a failure. You are correct. On hardware, I had the glitch that tells me timing was, indeed, off. Drat. Curses. Foiled. IMG_2910.JPG I'd imagine this would be a fairly obnoxious series of trial and erroring to get exactly right (changing values, flashing, testing...rinse, repeat)...

 Forum: Newbie Help Center   Topic: Hblank - Palette swap mid frame, etc....

Posted: Sat Aug 05, 2017 6:17 pm 

Replies: 47
Views: 4364


Yeah, my order of operations for tomorrow is: 1) flash this to cart, test it on my top loader. If it works... 2) Iterate the actual game in its current form and spend likely the whole day moving some memory around, cleaning up my NMI to make it a bit more economical, tracking down places that would ...

 Forum: Newbie Help Center   Topic: Hblank - Palette swap mid frame, etc....

Posted: Sat Aug 05, 2017 1:48 pm 

Replies: 47
Views: 4364


Ha. That's funny. I didn't realize NOP was actually an instruction. I just thought it was an abbreviation for a family of potential operations that acted as null. This is where having studied computer science probably would've paid off! haha And...whoa! After counting cycles (and understanding how t...

 Forum: Newbie Help Center   Topic: Hblank - Palette swap mid frame, etc....

Posted: Sat Aug 05, 2017 12:21 pm 

Replies: 47
Views: 4364


Thanks for posting that - I think, due to the fact that other things will be going on (and I'm perfectly ok with a single black line...even two wouldn't be so horrible, since it bottoms out with a black line for separation as it is) separating the menu from the action, the looser i could be with the...

 Forum: Newbie Help Center   Topic: Hblank - Palette swap mid frame, etc....

Posted: Sat Aug 05, 2017 11:48 am 

Replies: 47
Views: 4364


Cool. For single cycle increments, just load dummy values into the accumulator or something? Never really done cycle counting like this, not sure what opcodes = how many cycles, etc. Best practice? Is there a source with this so I could evaluate how many cycles each part of this is taking? I'd imagi...

 Forum: Newbie Help Center   Topic: Hblank - Palette swap mid frame, etc....

Posted: Sat Aug 05, 2017 11:06 am 

Replies: 47
Views: 4364


Yeah, I figured I'm was cramming too much in there. I had a feeling that was one of the problems... So then the solution would (or could) be something like... ;;;;;; HBLANK WAIT 1 LDX #$08 ;; i know this value will have to be played with to get it right WaitScanLine: DEX BNE WaitScanLine ;;;;;;TURN ...

 Forum: Newbie Help Center   Topic: Hblank - Palette swap mid frame, etc....

Posted: Sat Aug 05, 2017 9:49 am 

Replies: 47
Views: 4364


Ok - now I'm not *that far* away from implementing this. I'm circling the drain and generally am able to substitute values for the bottom half to get different palettes from the menu bar. I'm having trouble (presumably) with getting the hblank timing right, and still having slight issues getting the...

 Forum: Newbie Help Center   Topic: Hblank - Palette swap mid frame, etc....

Posted: Sat Aug 05, 2017 5:13 am 

Replies: 47
Views: 4364


So...I've gone back to a much earlier (read: simple) version of the code. After a lot of trial and error, I found that putting in some flags to make sure that the nametable AND zero sprite are drawn prior to checking for the hit got me past the *freezing* in that version. It's possible that a sprite...

 Forum: Newbie Help Center   Topic: Hblank - Palette swap mid frame, etc....

Posted: Fri Aug 04, 2017 3:24 pm 

Replies: 47
Views: 4364


Yeah, I looked at that for a lot of reference. Everything seems fine, except for the sprite 0 hit. If I take the sprite zero hit out, i can change the palettes no problem. But as soon as i do the sprite 0 hit stuff, I crash and get all sorts of funky things happening with scroll. Hm.

 Forum: Newbie Help Center   Topic: Hblank - Palette swap mid frame, etc....

Posted: Fri Aug 04, 2017 3:05 pm 

Replies: 47
Views: 4364


Sorry - that was a misplaced note to myself. Yes, rendering is on for the eval. Essentially, I load the palettes (all) then turn back on rendering, do the checks for sprite 0 hit, turn rendering back off, and then load the *other* palette* once the hit fires. I have tried zeroing out $2005 afterward...

 Forum: Newbie Help Center   Topic: Hblank - Palette swap mid frame, etc....

Posted: Fri Aug 04, 2017 12:24 pm 

Replies: 47
Views: 4364


I'm making a bit of progress...right now, in just trying to successfully read a hit without glitching or locking up. I can visibly see where I'm getting a split (right now, ugly horizontal line that flickers...i'm sure that's a timing issue) but unfortunately, the bigger problem is that: a) I get a ...

 Forum: Newbie Help Center   Topic: Hblank - Palette swap mid frame, etc....

Posted: Fri Aug 04, 2017 10:56 am 

Replies: 47
Views: 4364


Actually, I did know that, but I was absently not thinking about the fact that only my MainGame state was drawing sprite 0...forgot to check the game state before doing this call. Oops! Thanks for the tip. Now let's see if I can get it working :-)

 Forum: Newbie Help Center   Topic: Hblank - Palette swap mid frame, etc....

Posted: Fri Aug 04, 2017 10:24 am 

Replies: 47
Views: 4364


So, I'm getting hung up right out of the gate. In my NMI, rendering is off. This code just causes the game to hang indefinitely: WaitNotSprite0: LDA $2002 AND #%01000000 BNE WaitNotSprite0 WaitSprite0: LDA $2002 #%01000000 BEQ WaitSprite0 LDX #$10 ;; arbitrary - variable WaitScanline: DEX BNE WaitSc...
Sort by:  
Page 4 of 21 [ Search found 301 matches ]


All times are UTC - 7 hours


Jump to:  
Powered by phpBB® Forum Software © phpBB Group