Hello there folks, I'm new here. Brief background: I have learned programming a few different periods in my life. The last time, I was a teenager learning Java and Visual Basic, just over a decade ago now. Then I abandoned programming for theatre school, but that's a long story. I'm a quick learner, but a bit rusty, so please go easy on me. A while ago I completed about half of the Nerdy Nights NES tutorials, and I've read up a lot on various things relating to NES/6502 assembler, branched out a bit into a couple different assemblers just to soak up some knowledge, and now I'm back for more of the good stuff.
So now that that's out of the way. I am trying to convert some 2D animations I made into NES roms as a learning exercise. I made a 9 frame heartbeat animation into a fluid, beautiful NES program, but now I'm working on a lunar eclipse animation. A bit more tricky, and as a result I've discovered that I need to choose my mapper wisely if I want to include lots of CHR data and switch out CHR sets.
With the heartbeat I only needed one 4kb CHR set, but so far for the eclipse (which has up to 290 frames of data, most of which can be recycled), has required 8kb for a very simplified version of the end product I have in mind. I've finally figured out how to alternate between CHR banks, but now I'm having all kinds of graphical glitches in my animation. One sprite out of most of the frames is displaying the incorrect tile, and the other 63 on-screen sprites are correct. Oddly, upon Reset the glitches disappear, but when Powering On the glitches return. Another odd thing is that the glitch tile seems to move around the screen with no rhyme or reason. I'm sure someone here has a simple explanation, or can at least point me in the right direction.
I included the current version of the program which I realize is a little inefficiently coded. Assemble with NESASM3. Thanks for your time.
So now that that's out of the way. I am trying to convert some 2D animations I made into NES roms as a learning exercise. I made a 9 frame heartbeat animation into a fluid, beautiful NES program, but now I'm working on a lunar eclipse animation. A bit more tricky, and as a result I've discovered that I need to choose my mapper wisely if I want to include lots of CHR data and switch out CHR sets.
With the heartbeat I only needed one 4kb CHR set, but so far for the eclipse (which has up to 290 frames of data, most of which can be recycled), has required 8kb for a very simplified version of the end product I have in mind. I've finally figured out how to alternate between CHR banks, but now I'm having all kinds of graphical glitches in my animation. One sprite out of most of the frames is displaying the incorrect tile, and the other 63 on-screen sprites are correct. Oddly, upon Reset the glitches disappear, but when Powering On the glitches return. Another odd thing is that the glitch tile seems to move around the screen with no rhyme or reason. I'm sure someone here has a simple explanation, or can at least point me in the right direction.
I included the current version of the program which I realize is a little inefficiently coded. Assemble with NESASM3. Thanks for your time.