Search found 87 matches
- 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?
- 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...
- 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 $XD palette entries) as black. Is this going to be a problem...
- Tue Nov 12, 2019 6:33 am
- Forum: 2019 NESdev Competition
- Topic: 2019 competition?
- Replies: 17
- Views: 17093
Re: 2019 competition?
Thanks, that's good advice.Don't be afraid of NOT releasing your game if you feel it isn't up to what you wanted to actually do with it
- Sat Oct 26, 2019 6:45 am
- Forum: 2019 NESdev Competition
- Topic: 2019 competition?
- Replies: 17
- Views: 17093
Re: 2019 competition?
I had hoped to have my game done by the end of the year, but I think that's increasingly unlikely as that gets closer and closer. I'm torn on whether to submit whatever I do get done, or to wait until it's completely finished before revealing it to the world.
- Sun Sep 15, 2019 8:37 am
- Forum: NESdev
- Topic: APU Pulse Sweep Behavior Question
- Replies: 8
- Views: 8179
Re: APU Pulse Sweep Behavior Question
I finished my solution. basically, I buffer sound effects as various objects try to initiate them, then in my audio engine I loop through each audio channel once to process all the music or sound effect data and then load the first two bytes of each channel (the second of which doesn't really do any...
- Thu Sep 12, 2019 5:42 am
- Forum: NESdev
- Topic: APU Pulse Sweep Behavior Question
- Replies: 8
- Views: 8179
Re: APU Pulse Sweep Behavior Question
Try this: sweep, #$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,...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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...