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CHRRAM: How do I animate the player with uncompressed tiles?

CHRRAM: How do I animate the player with uncompressed tiles?
by on (#39870)
I already know how updates with $2006 and $2007 work. But I have made enough space for uncompressed CHRRAM Animation and routines. But How do you make your Player animate without any compression?

I am trying my best to do this, It seems Hello Kitty World does uncompressed animation with CHRRAM.

Is there a better way to do this besides disassembling that part of the Hello Kitty World ROM?

by on (#39871)
Games such as Battletoads and 1943 will update parts of CHR-RAM during VBlank. If you can't fit all your graphics into available CHR-RAM than you simply have to update that as needed. There are limits to how much you can update in a single vertical blank period but it's up to you to figure it out.

If you watch Battletoads in Nintendulator with the Pattern Tables visible you can see the game is constantly updating alot of graphics in CHR-RAM.

So you could animate your character by changing the sprites displayed to other tiles in CHR-RAM, or you could update the tiles that exist in CHR-RAM to animate. It's not really hard to do, you just have to figure out how you wish to do it that is also not slow or wasteful.

by on (#39886)
Didn't we discuss that in the smurfs topic you started?

by on (#39895)
tokumaru wrote:
Didn't we discuss that in the smurfs topic you started?


Ok, I got it now, Please close the topic, Thank you for your time.

I did not notice that until now. My brain gets kinda numb at times!