I have been learning with the Nerdy Nights NES tutorials for a few weeks and have some questions not
really clarified in the tuts...
I don't really get the logic behind the following:
The part that eludes me is the attribute byte. How does 0013 = 000000111 in binary?
That doesn't even make sense if you are using bit-flags.
Where in the ASM would you store this information? I understand you using the .db pseudo-op,
but how would you load it in the the PPU?
Also, I haven't seen any nametable data that specifies which 2 x 2 tile gets what color pallet / attribute.
I hope these questions make sense.
really clarified in the tuts...
I don't really get the logic behind the following:
Quote:
You can see there are 8 grid squares horizontally, so there will be 8 attribute bytes horizontally. Then each one of those grid squares is split up into 2x2 tile sections to generate the attribute byte:
Quote:
No 16x16 area can use more than 4 colors, so the question mark and the block cannot use the greens from the palette.
The part that eludes me is the attribute byte. How does 0013 = 000000111 in binary?
That doesn't even make sense if you are using bit-flags.
Where in the ASM would you store this information? I understand you using the .db pseudo-op,
but how would you load it in the the PPU?
Also, I haven't seen any nametable data that specifies which 2 x 2 tile gets what color pallet / attribute.
I hope these questions make sense.