I'm re-reading the nerdynights 4th tutorial, the one on sprites.
The first thing it does in the NMI is set the address to $0200 (because thats where his changable sprite data is).
It then automatically copies the whole page (256?). But what if I only have a couple sprites in my game, want to use $200-2FF as variables?
Seems like a waste of vblank timeto copy more than the couple sprites' bytes I need.
Can I update just one sprite?
Am I right that every frame the sprite data needs to be sent to the ppu or elese it deteroriates on a real nes?
Another thing I think I read before was about using the stack as variable ram, but just the low area, and make sure complicated functions dont push far down into it.
I should have tried to find where I read that, before asking if it's true.
Edit.
Now that I think of it, the ppu probably does the whole transfer in the background, not taking up vblank time/ cycles.
And I can probly use most of it as variable. I'll try.
The first thing it does in the NMI is set the address to $0200 (because thats where his changable sprite data is).
It then automatically copies the whole page (256?). But what if I only have a couple sprites in my game, want to use $200-2FF as variables?
Seems like a waste of vblank timeto copy more than the couple sprites' bytes I need.
Can I update just one sprite?
Am I right that every frame the sprite data needs to be sent to the ppu or elese it deteroriates on a real nes?
Another thing I think I read before was about using the stack as variable ram, but just the low area, and make sure complicated functions dont push far down into it.
I should have tried to find where I read that, before asking if it's true.
Edit.
Now that I think of it, the ppu probably does the whole transfer in the background, not taking up vblank time/ cycles.
And I can probly use most of it as variable. I'll try.