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Thread: Nyan Cat NES

  1. #41
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    Quote Originally Posted by derekb View Post
    what mapper setup do I need to switch over to?

    MMC3 is the most common mapper chip, the most powerful of the common mappers, with controls for both chr and prg banking, mirroring type and it has a scanline counter for dividing the screen...

    You can't go wrong with MMC3.
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  2. #42
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    It would be incredibly wasteful for a demo like this to be written for MMC3 since NROM *16/8* is more than sufficient for the animation and music here! Hell, this kind of demo doesn't even need CHR-ROM, you'd have space left over if you used internal VRAM for CHR >_< Also the Mega Man games don't make extensive use of CHR bankswitching, most (MM1,MM2,MM4,MM6) use CHR-RAM so no bankswitching at all. CHR-RAM allows for much better animation (tile granularity) at the cost of CPU time and code complexity since you'll have to schedule and prioritize VRAM updates and probably implement a variable framerate.
    Last edited by Calpis; 08-29-2011 at 12:57 AM.

  3. #43
    by da way: today's ma 16th^^
    Last edited by aliman; 09-01-2011 at 01:50 PM.

  4. #44
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    Quote Originally Posted by Calpis View Post
    It would be incredibly wasteful for a demo like this to be written for MMC3 since NROM *16/8* is more than sufficient for the animation and music here! Hell, this kind of demo doesn't even need CHR-ROM, you'd have space left over if you used internal VRAM for CHR >_< Also the Mega Man games don't make extensive use of CHR bankswitching, most (MM1,MM2,MM4,MM6) use CHR-RAM so no bankswitching at all. CHR-RAM allows for much better animation (tile granularity) at the cost of CPU time and code complexity since you'll have to schedule and prioritize VRAM updates and probably implement a variable framerate.
    I suggested the MMC3 because it's powerful, useful (for other projects) and is the most common mapper out there.

    Last thing I was thinking of was saving resources... ;-)
    More like saving hassle ... :thumbsup:

    Megaman games with CHR-RAM:

    MEGAMAN (UNROM)
    MEGAMAN2 (MMC1 CHRAM)
    MEGAMAN4 (MMC3 CHRAM)
    MEGAMAN6 (MMC3 CHRAM)

    Megaman Games with CHR-ROM:
    MEGAMAN3 (MMC3 CHROM)
    MEGAMAN5 (MMC3 CHROM)

    :thumbsup:
    Last edited by l_oliveira; 09-01-2011 at 06:15 PM.
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  5. #45
    I'm having a trouble doing palette cycling and was wondering if anyone could help, when I change a palette color my entire background winds up pushing itself down for some reason, my lil code snip is

    [code]
    lda $2002
    lda #$3F
    sta $2006
    lda #$00
    sta $2006
    lda #$0F
    sta $2007
    RTS
    [/code]

    before:



    after code runs:



    (the boxes on top are just reference points to see whats happened)

    if anyone has an idea off top of their head of what would cause this please lmk

  6. #46
    is the project still going on?
    just asking^^

  7. #47
    yeah I'm just really really busy lately, someone on nintendoage offered me some help I just havent had time to look into it

  8. #48
    Quote Originally Posted by derekb View Post
    yeah I'm just really really busy lately, someone on nintendoage offered me some help I just havent had time to look into it
    cool^^
    can't wait for the next release:thumbsup:

  9. #49
    friendly update, I finally got around to working on this again, added time counter for how long you've been nyan'ing for

  10. #50
    bumping because I'm still having that palette issue, writing to memory does modify the palette correctly but then my nametable winds up scrolling and I really don't get why it's happening, any help appreciated

    just modifying palette with a simple

    LDA #$3F
    STA $2006
    LDA #$00
    STA $2006


    LDA #$06
    STA $2007

  11. #51
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    Are you setting $2006 to #$0000 when you're done with it? $2006 is used by the PPU for rendering outside of Vblank.
    those who can't make, mod

  12. #52
    you know what I am not, lemme try that and see if it fixes it, I implemented a workaround but proper code use would def be better :)

    also I will be done with this rom this weekend, I added a nice counter for how long youve had nyan cat going as well as a reverse Tac Nayn mode

    edit: that fixed it, thanks for correcting my oversight Calpis
    Last edited by derekb; 06-13-2012 at 10:27 AM.

  13. #53
    First link is DOOOOOOOOOOMED by Megaupload


  14. #54
    first link was really outdated anyway, heres the latest video, I've since moved some of my CHR tiles around so that I can add the actual tac nayn graphics


  15. #55
    That is excellent! A real great job you have done right there.

    Only suggestion I have, is to make one of the buttons hide / show the timer.

  16. #56
    added the Tac Nayn sprite swap in

  17. #57
    ay ay ay, calpis I'm having another palette issue, ive pmd you

    basically for some reason every once in awhile my overwriting of the palette bytes will mess up and wind up placing a value in the wrong position, pardon the length of code, I was looping but wanted to make sure it was definitely not the loop

    LDA #$2002
    LDA #$3F
    STA $2006
    LDA #$00
    STA $2006

    ; update bg palette
    LDA #$0F
    STA $2007
    LDA #$10
    STA $2007
    LDA #$20
    STA $2007
    LDA #$30
    STA $2007
    LDA #$0F
    STA $2007
    LDA #$00
    STA $2007
    LDA #$10
    STA $2007
    LDA #$2D
    STA $2007
    LDA #$0F
    STA $2007
    LDA #$3D
    STA $2007
    LDA #$10
    STA $2007
    LDA #$30
    STA $2007
    LDA #$0F
    STA $2007
    LDA #$10
    STA $2007
    LDA #$20
    STA $2007
    LDA #$30
    STA $2007


    ; update sprite palette
    LDA #$2002
    LDA #$3F
    STA $2006
    LDA #$10
    STA $2006


    LDA #$0F
    STA $2007
    LDA #$10
    STA $2007
    LDA #$20
    STA $2007
    LDA #$30
    STA $2007
    LDA #$0F
    STA $2007
    LDA #$00
    STA $2007
    LDA #$10
    STA $2007
    LDA #$2D
    STA $2007
    LDA #$0F
    STA $2007
    LDA #$3D
    STA $2007
    LDA #$10
    STA $2007
    LDA #$30
    STA $2007
    LDA #$0F
    STA $2007
    LDA #$10
    STA $2007
    LDA #$20
    STA $2007
    LDA #$30
    STA $2007


    LDA #$00
    STA $2006
    LDA #$00
    STA $2006

    for the most part this works correctly, but occasionally one of the values gets written into the wrong position and throws the entire purpose off, does anyone have any suggestions?
    Last edited by derekb; 06-15-2012 at 10:27 AM.

  18. #58
    built my first cart version of the rom, works fine except for the switch to Tac Nayn, palette either glitches out like I already knew happened, or for some reason a background tile wil randomly change which doesnt happen in any of the emulators, will have to muck with it some more i guess

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