Search found 87 matches

by gravelstudios
Wed May 08, 2019 2:16 pm
Forum: NESdev
Topic: A simple optimization
Replies: 19
Views: 14283

Re: A simple optimization

The way my sprite copying/cycling routine works right now relies on all of the sprites being cleared off the screen first. I tried to patch it up to only move the sprites off-screen that aren't being used, but it would have involved reworking a lot of other code to make it work right, and I decided ...
by gravelstudios
Wed May 08, 2019 1:07 pm
Forum: NESdev
Topic: A simple optimization
Replies: 19
Views: 14283

Re: A simple optimization

So here is what I think will be the final version: ClearSpriteTable: LDX #60 ;note: only overwriting Y coordinate to put sprites off screen. LDA #$FE .Loop: STA spriteTable, X STA spriteTable + 64, X STA spriteTable + 128, X STA spriteTable + 192, X DEX DEX DEX DEX BPL .Loop RTS I can't believe I ne...
by gravelstudios
Wed May 08, 2019 12:49 pm
Forum: NESdev
Topic: A simple optimization
Replies: 19
Views: 14283

Re: A simple optimization

LDX #28 and doing four DEX at a time will speed it up even more, as only the Y coordinate really needs to be cleared. I never thought about this. that's a really good idea. Where is a compiler involved? You wrote native 6502 code, so you were using an assembler, not a compiler. I wasn't referring t...
by gravelstudios
Wed May 08, 2019 10:25 am
Forum: NESdev
Topic: A simple optimization
Replies: 19
Views: 14283

Re: A simple optimization

I would assume the compiler for just about any modern language could convert a for loop into the most optimized assembly code possible without too much fuss on the part of the programmer. There's really no reason to do anything convoluted.
by gravelstudios
Wed May 08, 2019 9:10 am
Forum: NESdev
Topic: A simple optimization
Replies: 19
Views: 14283

A simple optimization

I'm sure this has probably been covered before, but wanted to share anyway. I was analyzing my code to see what routines were using the most cycles overall. I was surprised to see that one of my most cycle hungry routines was just a simple loop I was using to clear out my shadow OAM before reloading...
by gravelstudios
Sat Apr 20, 2019 11:34 am
Forum: NESdev
Topic: Way to manage spawning points
Replies: 9
Views: 8116

Re: Way to manage spawning points

My object map is completely separate from my level data map. this was originally because I had already designed my scrolling engine and it did not account for object data to be intermingled in with the level data, so I had to write it as a separate entity. After I wrote it though, I realized the ben...
by gravelstudios
Sat Apr 20, 2019 6:20 am
Forum: 2017 NESdev Competition
Topic: Action 53 volume 4
Replies: 72
Views: 92745

Re: Action 53 volume 4

I say do whatever you think is best, or most economical. I'm just excited at the prospect of seeing my game in cartridge format, which I wouldn't have gone to the expense to do myself.
by gravelstudios
Sat Apr 20, 2019 6:17 am
Forum: NES Music
Topic: Best soundtrack?
Replies: 57
Views: 45911

Re: Best soundtrack?

Ah, the debate over Mega Man 4 music. I personally love it, I just think that 3 is better. I really love the first 4 though. I never really got into 5 or 6 though. Another game that I don't think gets enough love is Bayou Billy. the track from the beat-em-up levels is really catchy. if they had kept...
by gravelstudios
Sat Apr 20, 2019 5:44 am
Forum: NESdev
Topic: Way to manage spawning points
Replies: 9
Views: 8116

Re: Way to manage spawning points

This is how I do it, and it seems to work very well for me (by the way, when I say 'object' below, I'm referring to my own programming construct, not an obejct in the NES sense of a single 8*8 sprite tile, just to be clear.): My level data is stored in metatile columns like yours is. My game only sc...
by gravelstudios
Wed Apr 10, 2019 2:57 pm
Forum: NES Music
Topic: Best soundtrack?
Replies: 57
Views: 45911

Re: Best soundtrack?

this thread seems to have morphed from its original purpose, but I'd like to throw in my 2 cents anyway. All of the Mega Man games are really good, but I've always felt that Mega Man 3 was the best one in terms of both composition and technical proficiency. 1 & 2 have good melodies, but sometimes th...
by gravelstudios
Wed Mar 27, 2019 12:56 pm
Forum: NES Graphics
Topic: Ways of implementing sprite animations
Replies: 45
Views: 37381

Re: Ways of implementing sprite animations

I have a table of 'cells' which are single frames of an animation sequence, stored as raw OAM data, 4 bytes per 8*8 tile (I like the flexibility of not having to align all the sprite's tiles to a perfect grid--many of my sprites have tiles that overlap). Then I have an animation table where each ani...
by gravelstudios
Sun Mar 24, 2019 6:59 am
Forum: NES Hardware and Flash Equipment
Topic: NES extra cartridge ROM instead of RAM?
Replies: 13
Views: 9514

NES extra cartridge ROM instead of RAM?

I'm sorry if this has been answered before, but I looked and couldn't find it. Could it be possible for an NES cartridge to use extra ROM instead of RAM at address space $6000-$7FFF to make a larger game without bank switching as much? is there any circuitry in the NES that can 'detect' whether an a...
by gravelstudios
Wed Mar 13, 2019 5:56 pm
Forum: NES Music
Topic: APU: volume and... envelope? ^^;;;
Replies: 35
Views: 29812

Re: APU: volume and... envelope? ^^;;;

Maybe Off topic: In my audio engine, I like the hardware envelope as a way to apply a simple articulation at the beginning of notes, especially since it doesn't use as much memory/cycles as my software envelope. It depends on how I want things to sound. I think it's also really good for sound effect...
by gravelstudios
Wed Mar 13, 2019 5:44 pm
Forum: NES Graphics
Topic: rca composite out to s-video in: a guide.
Replies: 9
Views: 11881

Re: rca composite out to s-video in: a guide.

I did something similar with an Atari 800 XL. it has separate luma, but not chroma. So for S-Video I use the composite video signal instead of chroma and it definitely looks better than straight composite. I didn't use a capacitor though. I might have to try that.
by gravelstudios
Mon Mar 11, 2019 6:10 pm
Forum: NESdev
Topic: Maximum Scroll Speeds
Replies: 11
Views: 5645

Re: Maximum Scroll Speeds

In my current engine, there is no maximum scroll speed per say but I guess it would limited to the decoding of the background to some degree. There isn't anything in my engine that limits the scroll speed to a particular value. theoretically it could scroll at any speed. The issue is that it can on...