Okay, so here is the deal: I've created a simple demo in NESASM3 that shows an airoplane over water and you control it with up/down. Made a game mode that only starts the game when $00 is 01. Added in a font in the CHR. And looking at all of the sources from this site that have text, it seems they do it different. How exactly would I set up a text table and display text from this font in the PPU?
Here is a relevant part of my code:
I use $2007 for palettes, but it seems that other times it is used for PPU writing?
Agh, this as been bothering me all day.
Any help would be appreciated.
Here is a relevant part of my code:
Code:
SetPals:
LDA $2002 ;Read PPU status to reset it (It is reset by reading from it)
LDA #$3F ;\ High byte
STA $2006 ;/
LDA #$00 ;\ Low byte
STA $2006 ;/
LDX #$00 ;We start at 00
SetPalsLoop:
LDA palette,x ;Load from palette table from data section below
STA $2007 ;And we write it to the PPU I/O
INX ;We set the start of a loop
CPX #$20 ;We're writing 16 bytes so hex $10 = decimal 16
BNE SetPalsLoop ;Loop if not zero
LDA $2002 ;Read PPU status to reset it (It is reset by reading from it)
LDA #$3F ;\ High byte
STA $2006 ;/
LDA #$00 ;\ Low byte
STA $2006 ;/
LDX #$00 ;We start at 00
SetPalsLoop:
LDA palette,x ;Load from palette table from data section below
STA $2007 ;And we write it to the PPU I/O
INX ;We set the start of a loop
CPX #$20 ;We're writing 16 bytes so hex $10 = decimal 16
BNE SetPalsLoop ;Loop if not zero
I use $2007 for palettes, but it seems that other times it is used for PPU writing?
Agh, this as been bothering me all day.
Any help would be appreciated.