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 Author: unregistered [ Sat Sep 14, 2013 1:23 pm ] Post subject: Re: 8x16 and whatever else unreg wants to know songZi.ftm is special because it is songZ but moved over to the triangle channel. I honestly cant hear the dash1 notes on triangle channel. I can certianly tell when they are susposed to be playing but I can't hear the notes... that's the problem I've been having. My sister can hear those notes... and that's awesome!

 Author: unregistered [ Fri Sep 20, 2013 5:10 pm ] Post subject: Re: 8x16 and whatever else unreg wants to know How could this be done? THIS...Code:able: 0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 52, 56, 60, 64, 68, 72, 76, 80, 84, 88, 92, 96, 100, 104, 108, 112, 116ldx able, xldasta glove+0,  x  ;

 Author: Joe [ Fri Sep 20, 2013 5:26 pm ] Post subject: Re: 8x16 and whatever else unreg wants to know What's the input and output of that snippet of code supposed to be? I think I know what you want, but I'd like to be sure before I start writing code.

 Author: unregistered [ Fri Sep 20, 2013 5:38 pm ] Post subject: Re: 8x16 and whatever else unreg wants to know well, I'd just like to somehowCode:sta glove+0+x*4sta glove+1+x*4sta glove+2+x*4sta glove+3+x*4where x is some valuex: 0, 4, 8, 12, 16, 20,edit: I'm sorry, I don't know input or output... edit2: Well hmmm............... I want to always be able to specify what place (either 0, 1, 2 or 3) to store the value and I would always like to have it be a multiple of 4.

 Author: Joe [ Fri Sep 20, 2013 6:05 pm ] Post subject: Re: 8x16 and whatever else unreg wants to know Perhaps I should ask a different question:What are you trying to accomplish? What is the purpose of this code? I haven't been following this thread for very long, so I'm not at all familiar with what you've done so far.

 Author: unregistered [ Fri Sep 20, 2013 6:24 pm ] Post subject: Re: 8x16 and whatever else unreg wants to know I am trying to accomplish creating a new different way of having a RAMbuffer.Having a ram buffer of size 60. And then I would like to find a way to not have to write out every + number...Code:like thissta cup+0sta cup+1sta cup+2sta cup+3sta cup+4sta cup+5sta cup+6sta cup+7sta cup+8etc....I'm sorry again. Nevermind... I'll think this over tomorrow. Thank you for being willing to help!

 Author: Joe [ Fri Sep 20, 2013 6:31 pm ] Post subject: Re: 8x16 and whatever else unreg wants to know I've seen some code do things like this:Code:ldx #\$5Cloop:lda #\$AAsta buffer+0,xlda #\$BBsta buffer+1,xlda #\$CCsta buffer+2,xlda #\$DDsta buffer+3,xdexdexdexdexbpl loopIs this what you mean?

 Author: tokumaru [ Fri Sep 20, 2013 8:52 pm ] Post subject: Re: 8x16 and whatever else unreg wants to know unregistered wrote:And then I would like to find a way to not have to write out every + number...If all you want to do is save on typing, assemblers usually offer some kind of repetition command. ASM6 for example has .REPT, which allows you to do this:Code:offset = 0.rept 60   sta cup+offset   offset = offset + 1.endrThis will generate 60 STAs to consecutive addresses, the 6502 will not run any sort of loop.

 Author: unregistered [ Sat Sep 21, 2013 1:45 pm ] Post subject: Re: 8x16 and whatever else unreg wants to know Joe wrote:I've seen some code do things like this:Code:ldx #\$5Cloop:lda #\$AAsta buffer+0,xlda #\$BBsta buffer+1,xlda #\$CCsta buffer+2,xlda #\$DDsta buffer+3,xdexdexdexdexbpl loopIs this what you mean?This is what I wanted yes... but I'm sure there is a possible way to do this. (I think that tokumaru told me that something like sta buffer+1,x isnt possible earlier in this thread.) Thank you Joe. I'm going to spend time on this now.tokumaru wrote:unregistered wrote:And then I would like to find a way to not have to write out every + number...If all you want to do is save on typing, assemblers usually offer some kind of repetition command. ASM6 for example has .REPT, which allows you to do this:Code:offset = 0.rept 60   sta cup+offset   offset = offset + 1.endrThis will generate 60 STAs to consecutive addresses, the 6502 will not run any sort of loop. I did not realise that; that is excellent! Thanks tokumaru! I want to save on typing... by creating a loop so the code is cleaner. But I am happy that loopy provided the .REPT for us!

 Author: unregistered [ Tue Sep 24, 2013 2:25 pm ] Post subject: Re: 8x16 and whatever else unreg wants to know unregistered wrote:Joe wrote:I've seen some code do things like this:Code:ldx #\$5Cloop:lda #\$AAsta buffer+0,xlda #\$BBsta buffer+1,xlda #\$CCsta buffer+2,xlda #\$DDsta buffer+3,xdexdexdexdexbpl loopIs this what you mean?This is what I wanted yes... but I'm sure there is a possible way to do this. (I think that tokumaru told me that something like sta buffer+1,x isnt possible earlier in this thread.) Thank you Joe. I'm going to spend time on this now. I figured it out! Well almost.---I would really appreciate your help. There is a procedure named next that correctly determines the high and low address for the next column to be drawn... I would like to somehow delay it being used until directly before the second nametable switch. Right before nametable 0 becomes set to the left side again. How could this be done? You know so it is like SMB...edit.

 Author: unregistered [ Tue Sep 24, 2013 4:18 pm ] Post subject: Re: 8x16 and whatever else unreg wants to know unregistered wrote:I would really appreciate your help. There is a procedure named next that correctly determines the high and low address for the next column to be drawn... I would like to somehow delay it being used until directly before the second nametable switch. Right before nametable 0 becomes set to the left side again. How could this be done? You know so it is like SMB...edit.Nevermind!!!!!!!! FIGURED IT OUT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 Author: unregistered [ Tue Sep 24, 2013 4:29 pm ] Post subject: Re: 8x16 and whatever else unreg wants to know Thank you tepples for trying to help me... well you were logged in right after my post. I have a small question... does the console start at reset: when you turn it on? I think maybe it does... but does anyone know for sure?

 Author: tepples [ Tue Sep 24, 2013 4:51 pm ] Post subject: Re: 8x16 and whatever else unreg wants to know Essentially the CPU does this when you power it on:Code:  sei  jmp (\$FFFC)So if the vector at \$FFFC points to your reset handler, then yes, it'll start at the beginning of your reset handler.

 Author: unregistered [ Tue Sep 24, 2013 4:56 pm ] Post subject: Re: 8x16 and whatever else unreg wants to know tepples wrote:...So if the vector at \$FFFC points to your reset handler, then yes, it'll start at the beginning of your reset handler.AWESOME, THANKS tepples!

 Author: unregistered [ Tue Oct 01, 2013 1:18 pm ] Post subject: Re: 8x16 sprite is really a 16x32 pixel image? tepples, on page 69, wrote:Here's the logic:At the start of the level, before turning on rendering, draw all columns from valid_left through valid_left + 31. My level starts out already drawn on nametable 0 and nametable 1. So could I pretend that they were drawn as columns?

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