liquor
@Oneironott this picture christmas AF
nes stuff
@Tanuki nightdrive95 all one word
CITR puts it out
@Antifreeze it is drastic and instantaneous
nes stuff
@Tanuki put on the night drive 95 podcast at least
nes stuff
@Tanuki
0x800a LDA ABS 0x2002
0x800d BPL PCREL 0xfb
is a loop - that 0xfb is a minus that does not affect the hi byte
HOWEVER
0x8941 BCC PCREL 0x8d
is supposed to branch to 88d0
NOT 89d0 which is what my code does...
@Tanuki I didnt want to look at other people's code but I think it might be necessary for the PPU
This code looks pretty clear and clean
https://github.com/fogleman/nes/blob/master/nes/ppu.go
nes work
@Tanuki right now we get to:
ROM:8E3B STA $2007
ROM:8E3E DEY
ROM:8E3F BNE loc_8E3B
ROM:8E41 DEX
ROM:8E42 BNE loc_8E3B
where we are clearing the sprite data but causing successive OAMDATA writes in the PPU, which auto increments the OAMLATCH (sprite buffer address) in the PPU
This marks the data dirty and then our DrawNameTables explodes when handling it
Mixie trash
- she / her -