I am trying to make a decent NES version of my "universal" 8-bit game Cross Chase (for all 8-bit systems).
Project page: https://github.com/Fabrizio-Caruso/CROSS-CHASE
Video of the current ugly NES version: https://www.youtube.com/watch?v=HK54rtE ... e=youtu.be
The current version is just using tiles and I am getting weird results if I don't disable the screen before modifing some color attributes. This is expected but I am not able to disable and re-enable the screen without losing the tile definitions.
I am using the current default nes.cfg linker file but I am linking my own file with the .byte defitions for the CHARS segment. If I disable and then enable the screen.
How come when I disable the screen, set some attributes and then enable it, all the tile data is lost?
"
PPU.control = 0;
PPU.mask = 0;
(set some color attributes here)
PPU.vram.address = 0;
PPU.vram.address = 0;
PPU.scroll = 0;
PPU.scroll = 0;
PPU.control = 0x90;
PPU.mask = 0x1e;
"
What am I doing wrong?
Fabrizio
Project page: https://github.com/Fabrizio-Caruso/CROSS-CHASE
Video of the current ugly NES version: https://www.youtube.com/watch?v=HK54rtE ... e=youtu.be
The current version is just using tiles and I am getting weird results if I don't disable the screen before modifing some color attributes. This is expected but I am not able to disable and re-enable the screen without losing the tile definitions.
I am using the current default nes.cfg linker file but I am linking my own file with the .byte defitions for the CHARS segment. If I disable and then enable the screen.
How come when I disable the screen, set some attributes and then enable it, all the tile data is lost?
"
PPU.control = 0;
PPU.mask = 0;
(set some color attributes here)
PPU.vram.address = 0;
PPU.vram.address = 0;
PPU.scroll = 0;
PPU.scroll = 0;
PPU.control = 0x90;
PPU.mask = 0x1e;
"
What am I doing wrong?
Fabrizio