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

Posted: Fri Aug 04, 2017 3:24 pm 

Replies: 47
Views: 5268


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: 5268


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: 5268


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: 5268


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: 5268


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...

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

Posted: Fri Aug 04, 2017 7:58 am 

Replies: 47
Views: 5268


Awesome guys...good info!

Yeah, tepples, my thought was last pixel of former scanline.

Any suggestion as to generally *where* to place this in relation to other code in order to minimize potential for gremlin chaos? haha

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

Posted: Fri Aug 04, 2017 7:47 am 

Replies: 47
Views: 5268


Thanks - yeah, that's getting into stuff I haven't really pushed into yet. Hm.... Alright, i could draw this sprite at, say, 240...then i'd have 16 pixels...5.3 cpu cycles...2-3 NOP instructions... And then at that point, do the steps mentioned...but no need to wait until the next hblank in step 3, ...

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

Posted: Fri Aug 04, 2017 7:11 am 

Replies: 47
Views: 5268


So...why not? May or may not implement this, but now I want to play with it. Generally, I've been preserving a subpalette for the menu area. I got the thought about possibly trying to swap the palette after the menu draw, since that area is always static, to maximize colors in gameplay area. Game ha...

 Forum: Newbie Help Center   Topic: Transforming a BPL/BMI to BCS/BCC, comparing to "0"

Posted: Sun Jul 30, 2017 3:11 pm 

Replies: 3
Views: 794


Sure, or that. Same concept, more easily stated. I was just wondering if there was some other neat trick I might not be thinking about.

 Forum: Newbie Help Center   Topic: Transforming a BPL/BMI to BCS/BCC, comparing to "0"

Posted: Sun Jul 30, 2017 3:00 pm 

Replies: 3
Views: 794


Alright, so...this seems like it should be simpler than I'm making it. I'm probably going to botch the explanation here, but hopefully you guys will be able to decode what I mean. I had a signed comparison so that I could evaluate for a negative number (checking the value of VAR to see if it is nega...

 Forum: Newbie Help Center   Topic: Chr-Ram bankswitching

 Post subject: Re: Chr-Ram bankswitching
Posted: Sat Jun 10, 2017 6:35 am 

Replies: 12
Views: 2158


Improving on them every day :-) And the intent for them is absolutely to give new devs some confidence to eventually start getting deeper into the code and going crazy with it :-)

 Forum: Newbie Help Center   Topic: Chr-Ram bankswitching

 Post subject: Re: Chr-Ram bankswitching
Posted: Thu Jun 08, 2017 11:40 am 

Replies: 12
Views: 2158


Disregard the whole thread. The problem was super simple. I didn't have the battery flag checked in the header, which ended up causing bus conflicts (Tepples, you mentioned this, and I didn't even think of it as a header issue! Good call)

Works fine now, and as expected.

 Forum: Newbie Help Center   Topic: Chr-Ram bankswitching

 Post subject: Re: Chr-Ram bankswitching
Posted: Thu Jun 08, 2017 10:50 am 

Replies: 12
Views: 2158


Drat. Curses. I was hoping it was the emulator, however, that test file seems to work fine (cycles through chr banks just dandy).

Huh.

Glutock - what does your bankswitch routine look like?

 Forum: Newbie Help Center   Topic: Chr-Ram bankswitching

 Post subject: Re: Chr-Ram bankswitching
Posted: Wed Jun 07, 2017 8:50 am 

Replies: 12
Views: 2158


Can't check right now, but essentially - what I'm trying is simply updating my bankswitch routine, or-ing in writes to bits 5 and 6 and storing them into the currentBank variable prior to the switch. It seems straight forward enough. But any time I make the bits anything other than 0, game freezes. ...

 Forum: Newbie Help Center   Topic: Chr-Ram bankswitching

 Post subject: Re: Chr-Ram bankswitching
Posted: Wed Jun 07, 2017 7:47 am 

Replies: 12
Views: 2158


Ok cool...that's what I thought. I figured it was that easy.

I wonder if it's my emulator not emulating this. Hm.
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