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Wow, you people are really helpful. Thanks a lot.
Sorry if I post VERY LONG messages, but since I have a limited i-net access, I type these up offline and just post them as is. Well, here goes.
The brk thing is annoying. I was using _Bnu's 6502 docs I got from Zophar, and while I found some typos, I didn't see that RTI is supposed to be opcode 40 and EOR absolute is 4d, not the other way around which the 6502 docs from here made by RTK/CricketNE showed me.
I got a lot of games working now (even some with some scrolling), but I have some problems (again).
How do I get the tile number for 8x16 sprites? Following Y0shi's docs, I got the even numbered tiles from pattern table 0, and odd from table 1. The way I did it is to get the upper half from the said pattern table, then use the next tile from the SAME pattern table as the lower half. I tested it on Digdug, and it seemed to work ok, but when the score shows up (when an enemy dies) I see trash instead of the score. Even worse when I try Battle City, the tanks show ok, but the bullets and the force fields are all messed up.
Super Mario also doesn't work. Mario doesn't even bother to show up. The coin is now glowing, and I see Sprite #0 there, but no mario. I think the problem is that I'm using only basic scrolling (via $2005), no V,T,HT,VT,etc. (because I can't understand where to use these values). I downloaded Loopy's the "Skinny on Scrolling" doc, but it was even more cryptic than the PPU addressing one by Brad Taylor. I've read something about a loopy_2005.txt, but I can't find anywhere on your site. Can anyone link me to a copy?
Galaga doesn't work either. Nothing ever shows up except the scrolling star sprites in the background.
Also, split screen scrolling seems to mess up a little. I'm using Galaxian and Circus Charlie to test this. After the VINT, I don't render for 21 scanlines, then start rendering, at the 22nd scanline, 3 pixels per clock cycle, at 341 pixels per scanline, right? This causes the Circus Charlie status bar to be cut in half due to scrolling (somewhat like in Nesticle, only worse), but Galaxian works ok. So I take out the extra 21 scanlines (render immediately) and the Circus Charlie status bar stops scrolling, but the uppermost enemies in Galaxian stop moving as well. Did I mess up somewhere in the computation? FCE Ultra gets this right.
Also, I can't play games with a trainer. I just ignore the extra 512 bytes, then load the PRG-ROM and CHR-ROM from there, but the game doesn't work. Am I supposed to use them for something?
Oh and finally, if anyone has the "Mahjong (J).nes" rom, I haven't seen an emulator that can emulate it properly. The pause screen shows up WITH the title screen on most emu's (even mine), and when you pause in-game, instead of seeing the pause screen, it displays trash. I tried this on FCE Ultra and Famtasia, as well as Nesticle, and the results were the same. I'd like to have tried it on iNes and LoopyNES but I don't have those.
If you want to see the problems I posted in action, I have a copy of my emulator at http://savet3hsmileys.tripod.com/
*thinks* Just a thought. The equation for the clock cycle of the sprite #0 hit CC = (y+21)*341 + x has been bugging me for quite a while. Doesn't this give you the upper left corner of the sprite, and not exactly the collision pixel? Would using this equation cause some problems or is that just ok?
Der Wille zur Macht Chikara e no Ishi "The Will To Power"
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