Im assuming this is called vram buffering.
Anyway, my rom hack of The Legend of Zelda, i inserted a working 2 digit counter for Links arrows. The vran starts at $302, and its constantly updates Links heart count, rupees,bombs, & keys counts.
I was able to insert my custom counter at the end of what normaly was the end of the vram for Links items status.
Currently from $302, the size of all the bytes being loaded is 2C bytes in size.
I use fceux as my rom editing emulator, and everything appeared normal.
A guy who is trying my work on an actual nes, sent me a video showing my counter all screwed up. I tried my rom in Nestopia, and it displayed fine. But, i tried it in Nintendulator, and it appears messed up, and it even clips into my b/a boxes.
So my question is, is there a way for the vram engine to accept the slightly increased size of tiles to write during this update, or is there a definitive size limit on what the nes's vram can handle during a vram buffer update?
Thanks!
Anyway, my rom hack of The Legend of Zelda, i inserted a working 2 digit counter for Links arrows. The vran starts at $302, and its constantly updates Links heart count, rupees,bombs, & keys counts.
I was able to insert my custom counter at the end of what normaly was the end of the vram for Links items status.
Currently from $302, the size of all the bytes being loaded is 2C bytes in size.
I use fceux as my rom editing emulator, and everything appeared normal.
A guy who is trying my work on an actual nes, sent me a video showing my counter all screwed up. I tried my rom in Nestopia, and it displayed fine. But, i tried it in Nintendulator, and it appears messed up, and it even clips into my b/a boxes.
So my question is, is there a way for the vram engine to accept the slightly increased size of tiles to write during this update, or is there a definitive size limit on what the nes's vram can handle during a vram buffer update?
Thanks!