Search found 951 matches

by qbradq
Tue Oct 21, 2008 8:25 pm
Forum: NESdev
Topic: Full-Screen Name Table Updates - What's the Best Way?
Replies: 10
Views: 4098

Honestly I had a setup where by I had two 1KB screen buffers in WRAM and then alternated which screen buffer I was updating to. Each vblank I would copy a portion of the previous screen buffer into the name table. Again I was trying to force the NES into the C64 / PC's role. Now that you mention it,...
by qbradq
Tue Oct 21, 2008 4:59 pm
Forum: NESdev
Topic: Full-Screen Name Table Updates - What's the Best Way?
Replies: 10
Views: 4098

Bah! The whole point is to make an NES program! So far I have made little demos on the Apple II and Commodore 64, but I still prefer the NES's dev scene. I am not updating the entire name table each frame. I am updating portions of it when those portions change. The screen will be laid out similar t...
by qbradq
Tue Oct 21, 2008 11:30 am
Forum: NESdev
Topic: Full-Screen Name Table Updates - What's the Best Way?
Replies: 10
Views: 4098

Breglad,

I am writing to ExRAM through $5c00 - $5fff during the frame (using the MMC5's InFrame bit of the IRQ status register to tell when it's safe). It works like a charm, and does not eat up too many in-frame cycles.
by qbradq
Tue Oct 21, 2008 11:27 am
Forum: NESdev
Topic: Full-Screen Name Table Updates - What's the Best Way?
Replies: 10
Views: 4098

Even using a fully unrolled copy loop and completely skipping the sprite DMA I can only get 192 bytes copied within the NTSC VBlank period. Having the sprite DMA occurring every frame is fairly important so I can have a decent looking OAM cycle. I do not need to update the name table every frame, bu...
by qbradq
Tue Oct 21, 2008 1:49 am
Forum: NESdev
Topic: Full-Screen Name Table Updates - What's the Best Way?
Replies: 10
Views: 4098

Bregalad, Thank you for the suggestion! That works fairly smoothly. Most of the graphics in my project are mostly black (think Ultima 4 PC here), so this actually looks fairly good. Well, I just tried this method with some motion on the screen, and even at 4 FPS the blanking is too distracting. I su...
by qbradq
Mon Oct 20, 2008 10:20 pm
Forum: NESdev
Topic: Full-Screen Name Table Updates - What's the Best Way?
Replies: 10
Views: 4098

Full-Screen Name Table Updates - What's the Best Way?

I want to update an entire name table in one pass. I have so far looked into three ways of doing it, and am wondering if there are other options I am missing. The first option was to leave the PPU rendering on and update the second name table over the course of eight vblanks, then swap name tables. ...