While I'm quite busy at the moment with several projects, I keep thinking that creating a visual novel / graphical adventure engine for the NES would be a nice project to take in the future. I was thinking about using an oversize UNROM (2MB or 4MB), having the main interpreter in the fixed bank, and script/text/graphic/music data split accross thre remaining 127 or 255 banks, maybe in compressed form, and page them in and use the assets when needed.
To have the best looking graphics, it would be nice to use 256 patterns for such purpose and 3 palettes. I'd have the text font in bank 1, and the patterns used to build the image in bank 0.
The question is simple. ¿Can I switch bits 3 & 4 from PPUCTRL in mid frame, via for example a sprite zero hit? that would allow me to have the image in the top two thirds of the screen, for example, and text/menus in the bottom.
Would this be feasible?
To have the best looking graphics, it would be nice to use 256 patterns for such purpose and 3 palettes. I'd have the text font in bank 1, and the patterns used to build the image in bank 0.
The question is simple. ¿Can I switch bits 3 & 4 from PPUCTRL in mid frame, via for example a sprite zero hit? that would allow me to have the image in the top two thirds of the screen, for example, and text/menus in the bottom.
Would this be feasible?