Sorry for the newbie question, I've been searching for practical examples on this but so far not much luck...
So, when developing a nes game with the cc65 compiler and using Nes Screen Tool, if I include a full screen nametable (the whole screen tiles) binary like so:
Is it possible to read all of its bytes to send data to the PPU if the included file is longer than $FF bytes? I can only access its first 256 bytes by using "LDA nametable,x", but the rest I have no idea how to access.
I got it to work (the full nametable loaded and displayed) by copy/paste the nametable as asm code from Nes Screen Tool and then setting labels dividing it in 4 areas, but workflow would be streamlined if I could export a file from Nes Screen Tool and compile the game as is, especially because of the nametable splitting and having to rename ".db" to ".byte" (is there a way to make NSS more cc65 compatible?).
minor edit: more descriptive title
So, when developing a nes game with the cc65 compiler and using Nes Screen Tool, if I include a full screen nametable (the whole screen tiles) binary like so:
Code:
nametable:
.incbin "level_01_bg.nam"
.incbin "level_01_bg.nam"
Is it possible to read all of its bytes to send data to the PPU if the included file is longer than $FF bytes? I can only access its first 256 bytes by using "LDA nametable,x", but the rest I have no idea how to access.
I got it to work (the full nametable loaded and displayed) by copy/paste the nametable as asm code from Nes Screen Tool and then setting labels dividing it in 4 areas, but workflow would be streamlined if I could export a file from Nes Screen Tool and compile the game as is, especially because of the nametable splitting and having to rename ".db" to ".byte" (is there a way to make NSS more cc65 compatible?).
minor edit: more descriptive title