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Forum: Newbie Help Center Topic: Hblank - Palette swap mid frame, etc.... |
JoeGtake2 |
Posted: Fri Aug 04, 2017 7:47 am
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Replies: 47 Views: 7142
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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, ... |
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Forum: Newbie Help Center Topic: Hblank - Palette swap mid frame, etc.... |
JoeGtake2 |
Posted: Fri Aug 04, 2017 7:11 am
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Replies: 47 Views: 7142
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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... |
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Forum: Newbie Help Center Topic: Transforming a BPL/BMI to BCS/BCC, comparing to "0" |
JoeGtake2 |
Posted: Sun Jul 30, 2017 3:11 pm
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Replies: 3 Views: 971
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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. |
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Forum: Newbie Help Center Topic: Transforming a BPL/BMI to BCS/BCC, comparing to "0" |
JoeGtake2 |
Posted: Sun Jul 30, 2017 3:00 pm
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Replies: 3 Views: 971
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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... |
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Forum: Newbie Help Center Topic: Chr-Ram bankswitching |
JoeGtake2 |
Posted: Sat Jun 10, 2017 6:35 am
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Replies: 12 Views: 2429
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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  |
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Forum: Newbie Help Center Topic: Chr-Ram bankswitching |
JoeGtake2 |
Posted: Thu Jun 08, 2017 11:40 am
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Replies: 12 Views: 2429
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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. |
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Forum: Newbie Help Center Topic: Chr-Ram bankswitching |
JoeGtake2 |
Posted: Thu Jun 08, 2017 10:50 am
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Replies: 12 Views: 2429
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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? |
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Forum: Newbie Help Center Topic: Chr-Ram bankswitching |
JoeGtake2 |
Posted: Wed Jun 07, 2017 8:50 am
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Replies: 12 Views: 2429
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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. ... |
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Forum: Newbie Help Center Topic: Chr-Ram bankswitching |
JoeGtake2 |
Posted: Wed Jun 07, 2017 7:47 am
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Replies: 12 Views: 2429
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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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Forum: Newbie Help Center Topic: Chr-Ram bankswitching |
JoeGtake2 |
Posted: Wed Jun 07, 2017 7:40 am
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Replies: 12 Views: 2429
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Yeah, I figure it's that simple. I'm a step before that, though. Where in memory are the CHR banks to set up in the first place? I guess that was the crux of my question.
Thanks, friend! |
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Forum: Newbie Help Center Topic: Chr-Ram bankswitching |
JoeGtake2 |
Posted: Wed Jun 07, 2017 7:01 am
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Replies: 12 Views: 2429
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Hey all! Project is winding down. Starting to add some unplanned *flair*. Figured I'd try my hand at injecting some animated background tiles, since I'm using UnRom512 and the mapper supports chr ram bankswitching. But I'm running against a void in my conceptual understanding, I guess. The game uses... |
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Forum: Homebrew Projects Topic: Mystic Searches beta, playable now |
JoeGtake2 |
Posted: Tue Mar 14, 2017 9:35 am
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Replies: 37 Views: 10405
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Thank god. Thanks for the bug report! It actually drew my attention to another potential problem that I fixed while I was at it. Now, there seems to be only one lingering *bug* that I can't track down, and that's random instances of hurt cycle going on forever. That'll be next, after I do some memor... |
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Forum: Homebrew Projects Topic: Mystic Searches beta, playable now |
JoeGtake2 |
Posted: Tue Mar 14, 2017 9:13 am
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Replies: 37 Views: 10405
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I'd be curious to know if this patch fixes the problem? I fixed one or two of the other bugs here, so memory addresses may be slightly different, but in the same general area. I did cap that lookup with a bcc in stead of an equivocation...I guess it's possible multiple inputs were being pressed in t... |
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Forum: Homebrew Projects Topic: Mystic Searches beta, playable now |
JoeGtake2 |
Posted: Tue Mar 14, 2017 4:21 am
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Replies: 37 Views: 10405
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Yeah - what you're describing makes sense if y continues to increase passed 8 (which it should behard limted at) as the entered song pattern is an 8 byte array...and beyond that it's be messing with overwriting other variables. And the player changing color and losing melee is likely a change to the... |
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Forum: Homebrew Projects Topic: Mystic Searches beta, playable now |
JoeGtake2 |
Posted: Mon Mar 13, 2017 4:07 pm
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Replies: 37 Views: 10405
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Rainwarrior - I did find an anomaly in the music play mode...I WAS restarting the index at zero, but after 9 notes instead of after 8...for whatever reason. Odd. But anyway, I tried to get the bug you found to happen...but never got it to happen. Question - did this ONLY happen when you futzed aroun... |
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