[SOLVED]Trying to display all tiles of CHR on screen

Are you new to 6502, NES, or even programming in general? Post any of your questions here. Remember - the only dumb question is the question that remains unasked.

Moderator: Moderators

Haruka
Posts: 53
Joined: Fri Mar 23, 2018 8:58 pm

Re: [SOLVED]Trying to display all tiles of CHR on screen

Post by Haruka »

Dwedit wrote:Note that sprite 0 hits require....a sprite 0 hit. At least one nontransparent pixel from the sprite needs to overlap at least one nontransparent pixel from the background tile.
Exactly. That's why I changed the left-most column to white tiles whose index are 1. This makes them non-transparent. Also the sprite is non-transparent.
User avatar
Bregalad
Posts: 8056
Joined: Fri Nov 12, 2004 2:49 pm
Location: Divonne-les-bains, France

Re: Trying to display all tiles of CHR on screen

Post by Bregalad »

Dwedit wrote:There was a video of someone who used a separate processor to display arbitrary images using the NES PPU, but still had noise in his final image.

https://youtu.be/ar9WRwCiSr0
https://www.youtube.com/watch?v=hTlNVUmBA28
This is crazy, especially the part where a normal gameplay video of Zelda turns into 3D. Glad to FINALLY see someone do this. The video itself is very boring though.
Post Reply