Can you provide more information about what you're expecting vs what you're getting, or just your actual data, then?
I did exactly what I described, and got exactly what I described. It works, for one frame.
So you are either getting something different, or expecting something different, or have some different version of asm6 or something weird.
I don't know what exactly you expect to see, I don't know exactly what you end up seeing instead, and I don't have your data to make good guesses about it. Help me help you.
My only real guess is that you are wondering why it's not working for one frame, but I assumed you knew it would not work because you have the code to load new screens (jsr loadnewscreen under the NMI label) commented out. Is the the issue you're looking for help with what happens after you
uncomment that line?
Edit: The problem could even just be the palette. The frame I took from greys looks different than the actual greys because the palettes are different. But this fixes that:
Code:
palette: ; palette data
.byte $0F,$00,$10,$30,$0F,$30,$30,$30,$0F,$30,$30,$30,$0F,$30,$30,$00
So let me know in detail what you're getting vs what you want to get.
Edit: Or not. I've compared the two, and now I actually see the problem, so I'll look for the cause.
Edit2: Found it. Lack of IRQ vector put the CHR in the wrong place. I feel dumb.
Code:
.ORG $fffa ; vectors
.DW NMI
.DW Reset
.DW IRQ
To be fair, I'm usually a nesasm user, and nesasm pads in this case.
I'm actually wondering why more emulators didn't complain about the result. That's worrying more than anything else. Without the .DW IRQ, you get a 32,782 with one you get a 32,784 file which is correct. Then adding the CHR like you did should have generated a file that was the wrong size.
Edit4: To really explain it, the CHR got corrupted because the PPU was seeing it without its first two bytes, essentially.
Edit3: Nestopia is the only emulator I have that was nice enough to tell the file wasn't the right size.
That's interesting. Interesting set of problems. Was fun to work on. If there's STILL an issue, well... I was too blind to see it.