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SubjectRe: Attribute table WORKS NOW  
Posted bypulper
Posted on6/27/04 5:30 PM
From IP132.241.64.95  



Its fixed. I ended up loading all 64 bytes of the attribute table as soon the first part of the next nametable started to be drawn. I then had to end my drawing after 960 bytes were drawn instead of 1024 so I didn't draw the attributes twice and screw up my timing.

It was really tricky to get this working, I ended up creating a subroutine which put the location of the correct attribute table in addresses $12 and $13, then I could work with that in the NMI. It is awesome to be able to walk down 10 screens worth of data.

Now I will start sprite 0 detect so my dude doesn't walk right over mountains.

-Pulper

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Entire Thread
Subject  Posted byPosted On
*Attribute table loads too late  pulper6/24/04 4:52 PM
.*Re: Attribute table loads too late  Memblers6/24/04 10:18 PM
..*Re: Attribute table loads too late  pulper6/24/04 11:39 PM
...*Re: Attribute table loads too late  Memblers6/25/04 03:38 AM
....*Re: Attribute table loads too late  Memblers6/25/04 03:56 AM
.....*Re: Attribute table loads too late  pulper6/25/04 2:22 PM
.......Re: Attribute table WORKS NOW  pulper6/27/04 5:30 PM
..*Re: Attribute table loads too late  abonetochew6/24/04 10:26 PM
...*Re: Attribute table loads too late  Memblers6/25/04 03:51 AM
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