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SubjectLoopynes new  
Posted byAnonymous
Posted on2/18/01 04:45 AM
From IP207.172.11.148  



Not all my sprites are showing up in Loopynes. My "R" sprite in "GAME OVER" isn't showing up at all. It shows up with NESticle, but not Loopynes for some reason. Other than that, everything works perfect. Why? I noticed that it happened in zeropong, too.




SubjectRe: Loopynes new  
Posted byzero soul
Posted on2/18/01 2:35 PM



someone played that demo I made? cool.

anyhow, I noticed this phenomenon too. I can't figure it out. just to possibly narrow the search down, do you use the Sprite DMA register to handle sprites? That's how I do it. Then again, I do that for the main part of the game too, and it works fine... *shrugs*.


...just another vision...


SubjectRe: Loopynes new  
Posted byAnonymous
Posted on2/18/01 4:32 PM
From IP207.172.11.148  



Actually, I use the other way ($2003 and $2004). I was going to try to use sprite DMA to see if it would work that way, but maybe it won't (based on your program). Yeah, mine works perfect, except for that! Maybe just a bug in the program? Hmmm....

I'll have to post a copy of my game and code to show you how I did it (once I'm done documenting my work).




SubjectRe: Loopynes new  
Posted bysenior2000
Posted on2/18/01 4:50 PM
From IP207.172.11.148  



Ok, I can logon! Email me if you or anybody else can figure this out!

Visit my hompage here!




SubjectRe: Loopynes new  
Posted byzero soul
Posted on2/19/01 12:11 PM



bah, I use the DMA method, it's much easier. You still have to figure out the correct offsets to write the X and Y locations to things (I'd rather that Nintendo sort the Spr-RAM data by type (ie. all X-coordinates together, all Y-coordinates together) than by sprite...), but writing them to memory is easier. What I did- if I didn't explain this in the other post already, I don't remember- was clear out the $0700-$07FF region on startup, then copy all sprite data to that area in the same order as it would appear in Spr-RAM. When I'm ready to update the screen, I just do:
lda #7 (lda #$07)
sta $4014
and voilá, it's done. It's easier than setting the write address every f'in time, and prevents any possible screen flickering or something when sprites are updated one at a time. I don't think it would do that anyway (if you wait for VBlank) but it's one less thing to worry about.
*shrugs*. What you should do for your project is either release just the ROM now and release the source later, or release the ROM with the unfancy source now and clean up the source later. What kind of demo is it anyway?


...just another vision...


SubjectRe: Loopynes  
Posted bysenior2000
Posted on2/19/01 5:22 PM
From IP207.172.11.148  



I would have done it that way, but for some reason I just made it harder on myself. I already sent everything to Memblers to post. It's actually a pong game (at the time I wrote it, I didn't know someone else had done one). Since I've finished it, I think I'll use Sprite Ram instead of writing to $2004 and all that. The surprising thing is that there is absolutely no flicker! Actually, what I did with my program was predefine all sprites and set the sprite to a blank one. That way I could just call it by writing a different sprite and it would appear; but I think my next program will use Sprite DMA instead! It seems much easier. I'll send you a copy of the ROM and source if you wanna take a look.

Paul Talbot

Visit my hompage here!




SubjectRe: Loopynes new  
Posted byzero soul
Posted on2/21/01 00:42 AM



yeah, I already got it, I'll check it out quickly. hey, don't worry about that I did a pong game too: I did it and never knew someone else was doing one too. Same situation. Chill.


...just another vision...


SubjectRe: Loopynes new  
Posted bysenior2000
Posted on2/21/01 03:02 AM
From IP198.51.197.180  



If you have any problems, read the text file! Memblers posted it on the site, so it's public domain now! COOL.

Visit my hompage here!




SubjectRe: Loopynes new  
Posted byzero soul
Posted on2/22/01 07:11 AM



I finally tried it. it's cool... you should call it "battle pong" or something.

the only thing I don't like is having to press left on controller 2 in order to begin- you should have set it up so you have to press start on both controllers before it begins, or something. I dunno. It's not bad.

Oh yeah, the header's kinda wack. You have battery RAM enabled (which creates an unused 8K file when you play it) and for some reason it uses the MMC1 mapper when you don't need *any* mapper. Open it in NESticle and look at the header (under "file")- you'll see what I mean.

but it ain't bad. keep it up!


...just another vision...


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