Search found 91 matches

by bleubleu
Sun Apr 29, 2018 5:39 pm
Forum: NESdev
Topic: Notepad++ Syntax Highlighting for 6502 and NESASM
Replies: 5
Views: 4310

Re: Notepad++ Syntax Highlighting for 6502 and NESASM

While we are on the topic, I might be late to the party, but Sublime Text's build system is absolutely amazing for NES development. A few years ago I had given sublime a try and found it to be form over function, it looked good, but wasn't very useful. But I must say this version is really good. Wit...
by bleubleu
Wed Apr 25, 2018 6:02 pm
Forum: NESdev
Topic: Culling
Replies: 7
Views: 4328

Re: Culling

I have an index to the OAM buffer as it gets filled up. It starts at 0. Every tile added increases it by 4, etc. This tells me exactly where the leftover OAM that needs to be cleared is. So, when I'm done adding sprites, I call a "finish" routine that just puts Y=$FF in all the remaining tiles. Yea...
by bleubleu
Wed Apr 25, 2018 5:26 pm
Forum: NESdev
Topic: Culling
Replies: 7
Views: 4328

Re: Culling

Thank a lot everybody. I think ill be able to figure out an algorithm using some of the ideas you suggested. rainwarrior's suggestion seems more in-line with how my data is stored right now and is simple to implement. As a somewhat related question, something obvious i *wasn't* doing (since all i ha...
by bleubleu
Tue Apr 24, 2018 4:11 pm
Forum: NESdev
Topic: Culling
Replies: 7
Views: 4328

Culling

Hi. My objects keep their position in 16-bit, world space. When it comes time to draw them, I simply subtract the camera position and draw the metasprite. how do you guys handle culling off-screen objects? There seems to be 2 levels : First cull the object using a simple bounding box, to see if the ...
by bleubleu
Wed Apr 18, 2018 7:05 pm
Forum: NESdev
Topic: How careful are you about code size?
Replies: 26
Views: 8729

Re: How careful are you about code size?

Thanks for all the answers. The IF_XXX macros are very interesting. I also find beq/bmi/bpl are often hard to follow. I should have realized that such an opened question would send the discussion in many direction. Ill try to be more specific. Where do you draw the line for inlining something (macro...
by bleubleu
Tue Apr 17, 2018 5:20 pm
Forum: NESdev
Topic: How careful are you about code size?
Replies: 26
Views: 8729

How careful are you about code size?

Hi. The NES is obviously a very limited system, but the one resource i pay the least attention to is the code size. I think i am reaching 6K of code soon and I basically just have a guy running around in a room. Do you guys care at all about code size, do you you just add extra pages of ROM whenever...
by bleubleu
Sat Apr 14, 2018 9:09 am
Forum: NESdev
Topic: Advice for artifact free 4-way scrolling
Replies: 92
Views: 15227

Re: Advice for artifact free 4-way scrolling

They absolutely ARE rendered normally. You are right. I just meant they are not visible... From what I've read (and please correct me if I'm wrong) emulators will generally tend to crop the top/bottom 8 scanlines. CRTs are similar (on average) but some will be biased a bit lower (like show from 12 ...
by bleubleu
Fri Apr 13, 2018 4:20 pm
Forum: NESdev
Topic: Mesen Debugger - Feedback/Feature Requests? (2018 edition)
Replies: 201
Views: 103996

Re: Mesen Debugger - Feedback/Feature Requests? (2018 editi

Hi! I just got around to test the new feature. Its great! The one thing I would tweak is that I would highlight tiles/att changes regardless of whether the data has actually changed or not. When debugging scrolling (for example) you will often rewrite the same data (imagine a blue sky in mario), but...
by bleubleu
Thu Apr 12, 2018 8:03 pm
Forum: NESdev
Topic: Advice for artifact free 4-way scrolling
Replies: 92
Views: 15227

Re: Advice for artifact free 4-way scrolling

Actually, I'm a moron. Never mind.

The top/bottom 8px that don't get rendered normally (or cropped by real CRTs) are enough to hide any attribute garbage.

No need for additional black bar, if you code it correctly. Which I am doing right now.

-Mat
by bleubleu
Wed Apr 11, 2018 6:00 pm
Forum: NESdev
Topic: Advice for artifact free 4-way scrolling
Replies: 92
Views: 15227

Re: Advice for artifact free 4-way scrolling

Hey guys. Sorry to resurrect my own thread. I'm doing the black bars at the top and bottom. Jurassic park does it by bank switching. One thing i overlooked is that they assume that every palette has a black color at the same location. I think this is a big constrain on colors, so I would like to avo...
by bleubleu
Mon Apr 09, 2018 6:15 pm
Forum: NESdev
Topic: Mesen Debugger - Feedback/Feature Requests? (2018 edition)
Replies: 201
Views: 103996

Re: Mesen Debugger - Feedback/Feature Requests? (2018 editi

Wow thanks!

I'll give it a shot. Coffee donation incoming!

-Mat
by bleubleu
Sun Apr 08, 2018 4:42 pm
Forum: NESdev
Topic: Mesen Debugger - Feedback/Feature Requests? (2018 edition)
Replies: 201
Views: 103996

Re: Mesen Debugger - Feedback/Feature Requests? (2018 editi

Hi. Im new to nesdev so apologies if I havent read the whole thread. Here are a few ideas I came up with from using Mesen for about a month (its awesome btw). It would be nice if CTRL+R worked when the focus in on the debugger. I often set the game in a specific state to debug something and resettin...
by bleubleu
Sun Apr 08, 2018 4:33 pm
Forum: NESdev
Topic: Advice for artifact free 4-way scrolling
Replies: 92
Views: 15227

Re: Advice for artifact free 4-way scrolling

All right guys. Thanks to all your advice I got my NMI running in < 1820 cycles all the times, even with crazy diagonal updates. I unrolled all column loops, optimized the row (tile/att) updates, moved some stuff on ZP and everything works. My palette update loop wasn't unrolled, and not on ZP... sh...
by bleubleu
Sun Apr 08, 2018 12:49 pm
Forum: NESdev
Topic: Advice for artifact free 4-way scrolling
Replies: 92
Views: 15227

Re: Advice for artifact free 4-way scrolling

You should use $2000.4 to your advantage when updating the nametable column; when updating an attribute table column this is more limited but you can still use this to your advantage knowing it will skip 3 rows, but you can still use 4 bulks of 2 bytes instead of 8 bulks of 1 byte. Right now i spli...
by bleubleu
Sun Apr 08, 2018 12:04 pm
Forum: NESdev
Topic: Advice for artifact free 4-way scrolling
Replies: 92
Views: 15227

Re: Advice for artifact free 4-way scrolling

Hi! First of all, thanks everyone for the advice. I'm not going to reply to everyone but i did read the whole thing. I managed to make the whole thing work, the code is somewhat elegant, i think. One thing I would recommend anyone doing that kind of thing is to take a few hours to create yourself a ...