Search found 87 matches

by gravelstudios
Fri Nov 22, 2019 5:23 pm
Forum: 2019 NESdev Competition
Topic: Multicart Requirements
Replies: 5
Views: 6661

Re: Multicart Requirements

I'm starting to consider switching to UNROM. 32 KB fills up fast. If I do, how many banks of PRG ROM are allowed?
by gravelstudios
Fri Nov 22, 2019 3:56 am
Forum: NES Graphics
Topic: Asking for trouble using color $2D?
Replies: 9
Views: 8475

Re: Asking for trouble using color $2D?

Just don't do naive fades that subtract $10 from the color value, and you won't end up writing $0D (blacker than black) to the palette. My fade-out routine checks for $1D and $2D and changes them to $0F, so that's not an issue. Thanks guys. I think I'll keep using the $XD entries and not worry abou...
by gravelstudios
Wed Nov 20, 2019 4:50 pm
Forum: NES Graphics
Topic: Asking for trouble using color $2D?
Replies: 9
Views: 8475

Asking for trouble using color $2D?

In my current project, I'm using color $2D quite a bit. I find that I like it better for dark gray than $00, which I find too light most of the time. I know that the RGB PPU from the Playchoice machine will treat this color (as well as all $XD palette entries) as black. Is this going to be a problem...
by gravelstudios
Tue Nov 12, 2019 6:33 am
Forum: 2019 NESdev Competition
Topic: 2019 competition?
Replies: 17
Views: 17093

Re: 2019 competition?

Don't be afraid of NOT releasing your game if you feel it isn't up to what you wanted to actually do with it
Thanks, that's good advice.
by gravelstudios
Sat Oct 26, 2019 6:45 am
Forum: 2019 NESdev Competition
Topic: 2019 competition?
Replies: 17
Views: 17093

Re: 2019 competition?

I had hoped to have my game done by the end of the year, but I think that's increasingly unlikely as that gets closer and closer. I'm torn on whether to submit whatever I do get done, or to wait until it's completely finished before revealing it to the world.
by gravelstudios
Sun Sep 15, 2019 8:37 am
Forum: NESdev
Topic: APU Pulse Sweep Behavior Question
Replies: 8
Views: 8179

Re: APU Pulse Sweep Behavior Question

I finished my solution. basically, I buffer sound effects as various objects try to initiate them, then in my audio engine I loop through each audio channel once to process all the music or sound effect data and then load the first two bytes of each channel (the second of which doesn't really do any...
by gravelstudios
Thu Sep 12, 2019 5:42 am
Forum: NESdev
Topic: APU Pulse Sweep Behavior Question
Replies: 8
Views: 8179

Re: APU Pulse Sweep Behavior Question

Try this: sweep, #$FF -> $4017, pitch. Thanks Drag, I think I'm on the right track now. in my routine that loads sound effects, as a quick and dirty test, I inserted a write to $4017 in between updating the sweep and the pitch: LDA [sFXPointerLo], Y STA $4000, X INY LDA [sFXPointerLo], Y STA $4001,...
by gravelstudios
Wed Sep 11, 2019 3:26 pm
Forum: NESdev
Topic: APU Pulse Sweep Behavior Question
Replies: 8
Views: 8179

Re: APU Pulse Sweep Behavior Question

So how do you reset the Sweep to prevent it? like I said, I tried writing $FF to $4017 right beforehand, and also every frame, neither helped. I also tried writing 0 to $4015, then re-enabling the channels right beforehand, and that didn't help either. I also tried writing the data to the audio regi...
by gravelstudios
Wed Sep 11, 2019 5:19 am
Forum: NESdev
Topic: APU Pulse Sweep Behavior Question
Replies: 8
Views: 8179

APU Pulse Sweep Behavior Question

I'm using the sweep for several sound effects. Sometimes, it sounds like the sweep is skipping the first pitch and going directly to the second pitch. It seems to be happening right after playing a different sound effect. I thought maybe the data from the previous sound was affecting the next one, s...
by gravelstudios
Fri Sep 06, 2019 6:09 am
Forum: NESdev
Topic: The truth about the black entries of the NTSC NES:
Replies: 12
Views: 8405

Re: The truth about the black entries of the NTSC NES:

I like using the $XD column because it gives me more options in terms of shades of gray I can use. in my fade-out routine, I do it in 8 steps, alternating between setting all the color emphasis bits to slightly darken the screen, then dropping to the next palette row darker, and any value that becom...
by gravelstudios
Sun Sep 01, 2019 6:46 am
Forum: 2019 NESdev Competition
Topic: Multicart Requirements
Replies: 5
Views: 6661

Multicart Requirements

I found these requirements on a thread for a previous contest multicart. Are these still valid requirements? tepples wrote: Mapper-specific advice: NROM-128: Be careful not to write to $8000-$FFFF. Test with a breakpoint on writes to ROM. NROM, CNROM: Be careful not to overwrite CHR ROM. Test with a...
by gravelstudios
Tue Aug 20, 2019 5:15 am
Forum: NESdev
Topic: The truth about the black entries of the NTSC NES:
Replies: 12
Views: 8405

Re: The truth about the black entries of the NTSC NES:

Thanks for this. I was going to make a post asking if all the black entries are different or the same. Now I don't have to.
by gravelstudios
Sat Aug 10, 2019 6:48 am
Forum: NES Graphics
Topic: About space-saving techniques
Replies: 5
Views: 8756

Re: About space-saving techniques

I was thinking of using 8x8 tiles to make more flexible graphics but that would be more time-consuming, and take up more space for maps, but I might be wrong. I think it would depend on how you did it. if your level design has rows/columns with a lot of the same tile repeated over and over, Run Len...
by gravelstudios
Mon Aug 05, 2019 5:23 pm
Forum: Newbie Help Center
Topic: Do you/does it make sense to imitate function calls?
Replies: 17
Views: 11463

Re: Do you/does it make sense to imitate function calls?

I'm by far not the most experienced programmer here, especially when it comes to 6502, so please take my opinion with a grain of salt. As far as passing parameters to subroutines, I rarely need more than the A, X, & Y registers. X is almost always used as an index into an array or table somewhere, a...
by gravelstudios
Fri May 10, 2019 5:00 pm
Forum: NESdev
Topic: A simple optimization
Replies: 19
Views: 14283

Re: A simple optimization

Really? You are able to claim OAM slots for actual sprites, obviously... how is that any different from claiming them for "dummy" sprites which actually just put the Y coordinate off-screen? Whatever method you're using for selecting OAM slots for use, do the exact same thing for putting the remain...