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		<title><![CDATA[ChipMusic.org - Logones as basic animation tool?]]></title>
		<link>https://chipmusic.org/forums/topic/9193/logones-as-basic-animation-tool/</link>
		<description><![CDATA[The most recent posts in Logones as basic animation tool?.]]></description>
		<lastBuildDate>Mon, 28 Jan 2013 04:57:13 +0000</lastBuildDate>
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			<title><![CDATA[Re: Logones as basic animation tool?]]></title>
			<link>https://chipmusic.org/forums/post/153123/#p153123</link>
			<description><![CDATA[<b><i>Lazerbeat says:</i></b><p>I FINALLY had a bit of time to sit down and fiddle with this for a bit. It is super fun. I am basically thinking of making little abstract animation to make glitchy transitions between litewall / glitchnes. or to make borders to overlay on scrollnes. </p><p>Thanks huge amounts nick!</p>]]></description>
			<pubDate>Mon, 28 Jan 2013 04:57:13 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/153123/#p153123</guid>
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			<title><![CDATA[Re: Logones as basic animation tool?]]></title>
			<link>https://chipmusic.org/forums/post/142826/#p142826</link>
			<description><![CDATA[<b><i>nickmaynard says:</i></b><p>but there are different mappers that would allow for more frames, yeah.</p>]]></description>
			<pubDate>Mon, 19 Nov 2012 18:12:50 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/142826/#p142826</guid>
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			<title><![CDATA[Re: Logones as basic animation tool?]]></title>
			<link>https://chipmusic.org/forums/post/142825/#p142825</link>
			<description><![CDATA[<b><i>nickmaynard says:</i></b><div class="quotebox"><cite>Lazerbeat wrote:</cite><blockquote><p>Le wow! That was fast. I&#039;m away from my pc for a bit but when I get back on in a few days I will open yychr and have a play!</p><p>Is it possible to use more than ten .nam &quot;frames&quot;?</p></blockquote></div><p>yeah, you&#039;re only limited by the mapper you use, i think. with a basic nrom mapper, you get either 16k or 32k to work with and each nametable is 960 bytes.</p>]]></description>
			<pubDate>Mon, 19 Nov 2012 18:12:01 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/142825/#p142825</guid>
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			<title><![CDATA[Re: Logones as basic animation tool?]]></title>
			<link>https://chipmusic.org/forums/post/142764/#p142764</link>
			<description><![CDATA[<b><i>Solarbear says:</i></b><p>Upload some videos if you end up making anything!</p>]]></description>
			<pubDate>Mon, 19 Nov 2012 13:52:49 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/142764/#p142764</guid>
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			<title><![CDATA[Re: Logones as basic animation tool?]]></title>
			<link>https://chipmusic.org/forums/post/142763/#p142763</link>
			<description><![CDATA[<b><i>Lazerbeat says:</i></b><p>Im already pretty comfortable with YYCHR and Shirus nes tool thing and you dont need to convert the frames. Also if you do something with an animated gif I assume you will get little imperfections and distortions if the gif isnt PERFECT nes graphic spec. Animations with logones should be really crisp.</p><p>Mosre optjons are always good!</p>]]></description>
			<pubDate>Mon, 19 Nov 2012 13:40:14 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/142763/#p142763</guid>
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			<title><![CDATA[Re: Logones as basic animation tool?]]></title>
			<link>https://chipmusic.org/forums/post/142748/#p142748</link>
			<description><![CDATA[<b><i>e.s.c. says:</i></b><p>well, since you want to animate, why not use <a href="http://www.no-carrier.com/index.php?/nesflix/" target="_blank">NESflix</a>?</p>]]></description>
			<pubDate>Mon, 19 Nov 2012 11:56:55 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/142748/#p142748</guid>
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			<title><![CDATA[Re: Logones as basic animation tool?]]></title>
			<link>https://chipmusic.org/forums/post/142746/#p142746</link>
			<description><![CDATA[<b><i>Lazerbeat says:</i></b><p>Le wow! That was fast. I&#039;m away from my pc for a bit but when I get back on in a few days I will open yychr and have a play!</p><p>Is it possible to use more than ten .nam &quot;frames&quot;?</p>]]></description>
			<pubDate>Mon, 19 Nov 2012 10:30:45 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/142746/#p142746</guid>
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			<title><![CDATA[Re: Logones as basic animation tool?]]></title>
			<link>https://chipmusic.org/forums/post/142720/#p142720</link>
			<description><![CDATA[<b><i>nickmaynard says:</i></b><p>i&#039;m sure it could have been done better but hey, it works.</p><p>with logones, pressing select stops the screen from scrolling, if it is. it still does that but now, if you HOLD SELECT and then TAP START, the screens will start animating. it goes through each screen and then starts back over at the beginning. to turn the animation off, hold select and tap start again. pretty easy.</p><p>scroll down through the code until you see &quot;NMI:&quot;. a few lines down from that you should see a little note i made that says &quot;change this number to change the speed of the animation&quot;. the number right now is &quot;#$20&quot;. that&#039;s hexadecimal so change that to whatever number you want between 00 and FF to change the speed at which it animates. smaller numbers are faster. change it to #$01 for hyperspeed.</p><p>just copy this quote into a text file and save it in the logones folder as logones.asm, replacing the one that&#039;s already there.</p><div class="quotebox"><blockquote><p>;&nbsp; &nbsp; &nbsp; &nbsp;----------------------------------------------------</p><p>;&nbsp; &nbsp; logoNES - version 0.1<br />;&nbsp; &nbsp; Copyright 2010 Don Miller<br />;&nbsp; &nbsp; For more information, visit: <a href="http://www.no-carrier.com" target="_blank">http://www.no-carrier.com</a></p><p>;&nbsp; &nbsp; This program is free software: you can redistribute it and/or modify<br />;&nbsp; &nbsp; it under the terms of the GNU General Public License as published by<br />;&nbsp; &nbsp; the Free Software Foundation, either version 3 of the License, or<br />;&nbsp; &nbsp; (at your option) any later version.</p><p>;&nbsp; &nbsp; This program is distributed in the hope that it will be useful,<br />;&nbsp; &nbsp; but WITHOUT ANY WARRANTY; without even the implied warranty of<br />;&nbsp; &nbsp; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.&nbsp; See the<br />;&nbsp; &nbsp; GNU General Public License for more details.</p><p>;&nbsp; &nbsp; You should have received a copy of the GNU General Public License<br />;&nbsp; &nbsp; along with this program.&nbsp; If not, see &lt;<a href="http://www.gnu.org/licenses/" target="_blank">http://www.gnu.org/licenses/</a>&gt;.</p><p>;&nbsp; &nbsp; &nbsp; &nbsp;----------------------------------------------------</p><p>NewButtons = $41<br />OldButtons = $42<br />JustPressed = $43<br />ScreenNumber = $44<br />OldScreen = $45<br />PaletteNumber = $46</p><p>scroll_h = $c0<br />scroll_v = $c4</p><p>scroll_dir = $d0</p><p>cc_toggle = $d1<br />PalNumber = $d2<br />PalCounter =$d3<br />Color0 = $d4<br />Color1 = $d5<br />Color2 = $d6<br />Color3 = $d7</p><p>animation_timer = $d8<br />animation_on_off = $d9</p><p>;&nbsp; &nbsp; &nbsp; &nbsp;----------------------------------------------------</p><p>&nbsp; &nbsp; &nbsp; &nbsp; .ORG $7ff0<br />Header:&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;; 16 byte .NES header (iNES format)<br />&nbsp; &nbsp; .DB &quot;NES&quot;, $1a<br />&nbsp; &nbsp; .DB $02&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;; size of PRG ROM in 16kb units<br />&nbsp; &nbsp; .DB $01&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; size of CHR ROM in 8kb units<br />&nbsp; &nbsp; .DB #%00000000&nbsp; &nbsp; &nbsp; &nbsp; ; mapper 0<br />&nbsp; &nbsp; .DB #%00000000&nbsp; &nbsp; &nbsp; &nbsp; ; mapper 0<br />&nbsp; &nbsp; &nbsp; &nbsp; .DB $00<br />&nbsp; &nbsp; &nbsp; &nbsp; .DB $00<br />&nbsp; &nbsp; &nbsp; &nbsp; .DB $00<br />&nbsp; &nbsp; &nbsp; &nbsp; .DB $00<br />&nbsp; &nbsp; &nbsp; &nbsp; .DB $00<br />&nbsp; &nbsp; &nbsp; &nbsp; .DB $00<br />&nbsp; &nbsp; &nbsp; &nbsp; .DB $00<br />&nbsp; &nbsp; &nbsp; &nbsp; .DB $00</p><p>&nbsp; &nbsp; &nbsp; &nbsp; .ORG $8000</p><p>;&nbsp; &nbsp; &nbsp; &nbsp;----------------------------------------------------</p><p>Reset:&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; reset routine<br />&nbsp; &nbsp; &nbsp; &nbsp; SEI<br />&nbsp; &nbsp; &nbsp; &nbsp; CLD<br />&nbsp; &nbsp; LDX #$00<br />&nbsp; &nbsp; STX $2000<br />&nbsp; &nbsp; STX $2001<br />&nbsp; &nbsp; DEX<br />&nbsp; &nbsp; TXS<br />&nbsp; &nbsp; &nbsp; LDX #0<br />&nbsp; &nbsp; &nbsp; TXA<br />ClearMemory:<br />&nbsp; &nbsp; STA 0, X<br />&nbsp; &nbsp; STA $100, X<br />&nbsp; &nbsp; STA $200, X<br />&nbsp; &nbsp; STA $300, X<br />&nbsp; &nbsp; STA $400, X<br />&nbsp; &nbsp; STA $500, X<br />&nbsp; &nbsp; STA $600, X<br />&nbsp; &nbsp; STA $700, X<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $800, X<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $900, X<br />&nbsp; &nbsp; &nbsp; &nbsp; INX<br />&nbsp; &nbsp; BNE ClearMemory</p><p>;&nbsp; &nbsp; &nbsp; &nbsp;----------------------------------------------------</p><p>&nbsp; &nbsp; &nbsp; &nbsp; LDA #$00&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; setting up variables<br />&nbsp; &nbsp; &nbsp; &nbsp; STA ScreenNumber<br />&nbsp; &nbsp; &nbsp; &nbsp; STA PaletteNumber<br />&nbsp; &nbsp; &nbsp; &nbsp; sta scroll_h<br />&nbsp; &nbsp; &nbsp; &nbsp; sta scroll_v<br />&nbsp; &nbsp; &nbsp; &nbsp; sta scroll_dir<br />&nbsp; &nbsp; &nbsp; &nbsp; sta cc_toggle</p><p>&nbsp; &nbsp; LDA #$FF<br />&nbsp; &nbsp; sta animation_timer</p><p>&nbsp; &nbsp; LDA #$00<br />&nbsp; &nbsp; sta animation_on_off</p><p>&nbsp; &nbsp; &nbsp; &nbsp; lda #6&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; lower this number to increase<br />&nbsp; &nbsp; &nbsp; &nbsp; sta PalNumber&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;; the speed of the color cycle<br />&nbsp; &nbsp; &nbsp; &nbsp; sta PalCounter</p><p>&nbsp; &nbsp; &nbsp; &nbsp; lda #$01&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; these are the 4 colors<br />&nbsp; &nbsp; &nbsp; &nbsp; sta Color0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; that will cycle when you<br />&nbsp; &nbsp; &nbsp; &nbsp; lda #$11&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; hit the &quot;start&quot; button<br />&nbsp; &nbsp; &nbsp; &nbsp; sta Color1<br />&nbsp; &nbsp; &nbsp; &nbsp; lda #$21<br />&nbsp; &nbsp; &nbsp; &nbsp; sta Color2<br />&nbsp; &nbsp; &nbsp; &nbsp; lda #$31<br />&nbsp; &nbsp; &nbsp; &nbsp; sta Color3</p><p>;&nbsp; &nbsp; &nbsp; &nbsp;----------------------------------------------------</p><p>&nbsp; &nbsp; LDX #$02&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; warm up<br />WarmUp:<br />&nbsp; &nbsp; BIT $2002<br />&nbsp; &nbsp; BPL WarmUp<br />&nbsp; &nbsp; DEX<br />&nbsp; &nbsp; BNE WarmUp</p><p>&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; LDA #$3F<br />&nbsp; &nbsp; STA $2006<br />&nbsp; &nbsp; LDA #$00<br />&nbsp; &nbsp; STA $2006<br />&nbsp; &nbsp; &nbsp; &nbsp; TAX<br />LoadPal:&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; load palette<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA palette, x<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $2007<br />&nbsp; &nbsp; &nbsp; &nbsp; INX<br />&nbsp; &nbsp; &nbsp; &nbsp; CPX #$10<br />&nbsp; &nbsp; &nbsp; &nbsp; BNE LoadPal</p><p>&nbsp; &nbsp; LDA #$20<br />&nbsp; &nbsp; STA $2006<br />&nbsp; &nbsp; LDA #$00<br />&nbsp; &nbsp; STA $2006</p><p>&nbsp; &nbsp; LDY #$04&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; clear nametables<br />ClearName:<br />&nbsp; &nbsp; LDX #$00<br />&nbsp; &nbsp; LDA #$00<br />PPULoop:<br />&nbsp; &nbsp; STA $2007<br />&nbsp; &nbsp; DEX<br />&nbsp; &nbsp; BNE PPULoop</p><p>&nbsp; &nbsp; DEY<br />&nbsp; &nbsp; BNE ClearName</p><p>;&nbsp; &nbsp; &nbsp; &nbsp;----------------------------------------------------</p><p>&nbsp; &nbsp; &nbsp; &nbsp; LDA #&lt;pic0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; load low byte of first picture<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $10</p><p>&nbsp; &nbsp; &nbsp; &nbsp; LDA #&gt;pic0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; load high byte of first picture<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $11</p><p>;&nbsp; &nbsp; &nbsp; &nbsp;----------------------------------------------------</p><p>&nbsp; &nbsp; &nbsp; &nbsp; JSR DrawScreen&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; draw initial nametable<br />&nbsp; &nbsp; &nbsp; &nbsp; JSR LoadScreen<br />&nbsp; &nbsp; &nbsp; &nbsp; JSR DrawScreen2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; draw initial nametable<br />&nbsp; &nbsp; &nbsp; &nbsp; JSR Vblank&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; turn on screen</p><p>;&nbsp; &nbsp; &nbsp; &nbsp;----------------------------------------------------</p><p>InfLoop:&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; loop forever, program now controlled by NMI routine</p><p>&nbsp; &nbsp; &nbsp; &nbsp; JMP InfLoop</p><p>;&nbsp; &nbsp; &nbsp; &nbsp;----------------------------------------------------</p><p>LoadNewPalette:<br />&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; LDX PaletteNumber&nbsp; &nbsp; &nbsp; &nbsp;; load palette lookup value<br />&nbsp; &nbsp; &nbsp; &nbsp; LDY #$00<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #$3F<br />&nbsp; &nbsp; STA $2006<br />&nbsp; &nbsp; LDA #$00<br />&nbsp; &nbsp; STA $2006<br />LoadNewPal:&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;; load palette<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA palette, x<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $2007<br />&nbsp; &nbsp; &nbsp; &nbsp; INX<br />&nbsp; &nbsp; &nbsp; &nbsp; INY<br />&nbsp; &nbsp; &nbsp; &nbsp; CPY #$10<br />&nbsp; &nbsp; &nbsp; &nbsp; BNE LoadNewPal<br />&nbsp; &nbsp; &nbsp; &nbsp; RTS</p><p>;&nbsp; &nbsp; &nbsp; &nbsp;----------------------------------------------------</p><p>DrawScreen:</p><p>&nbsp; &nbsp;&nbsp; &nbsp; LDA #$20&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; set to beginning of first nametable<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $2006<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #$00<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $2006</p><p>&nbsp; &nbsp; &nbsp; &nbsp; LDY #$00<br />&nbsp; &nbsp; &nbsp; &nbsp; LDX #$04</p><p>NameLoop:&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;; loop to draw entire nametable<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA ($10),y<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $2007<br />&nbsp; &nbsp; &nbsp; &nbsp; INY<br />&nbsp; &nbsp; &nbsp; &nbsp; BNE NameLoop<br />&nbsp; &nbsp; &nbsp; &nbsp; INC $11<br />&nbsp; &nbsp; &nbsp; &nbsp; DEX<br />&nbsp; &nbsp; &nbsp; &nbsp; BNE NameLoop</p><p>&nbsp; &nbsp; &nbsp; &nbsp; RTS</p><p>;&nbsp; &nbsp; &nbsp; &nbsp;----------------------------------------------------</p><p>DrawScreen2:</p><p>&nbsp; &nbsp;&nbsp; &nbsp; LDA #$28&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; set to beginning of first nametable<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $2006<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #$00<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $2006</p><p>&nbsp; &nbsp; &nbsp; &nbsp; LDY #$00<br />&nbsp; &nbsp; &nbsp; &nbsp; LDX #$04</p><p>NameLoop2:&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;; loop to draw entire nametable<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA ($10),y<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $2007<br />&nbsp; &nbsp; &nbsp; &nbsp; INY<br />&nbsp; &nbsp; &nbsp; &nbsp; BNE NameLoop2<br />&nbsp; &nbsp; &nbsp; &nbsp; INC $11<br />&nbsp; &nbsp; &nbsp; &nbsp; DEX<br />&nbsp; &nbsp; &nbsp; &nbsp; BNE NameLoop2</p><p>&nbsp; &nbsp; &nbsp; &nbsp; RTS</p><p>;&nbsp; &nbsp; &nbsp; &nbsp;----------------------------------------------------</p><p>Vblank:&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;; turn on the screen and start the party<br />&nbsp; &nbsp; BIT $2002<br />&nbsp; &nbsp; BPL Vblank</p><p>&nbsp; &nbsp; &nbsp; &nbsp; LDX scroll_h<br />&nbsp; &nbsp; &nbsp; &nbsp; STX $2005<br />&nbsp; &nbsp; &nbsp; &nbsp; LDX scroll_v<br />&nbsp; &nbsp; &nbsp; &nbsp; STX $2005</p><p>&nbsp; &nbsp; LDA #%10001000<br />&nbsp; &nbsp; STA $2000<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #%00001110<br />&nbsp; &nbsp; STA $2001</p><p>&nbsp; &nbsp; &nbsp; &nbsp; RTS</p><p>;&nbsp; &nbsp; &nbsp; &nbsp;----------------------------------------------------</p><p>LoadScreen:</p><p>&nbsp; &nbsp; &nbsp; &nbsp; LDA #%00000000&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; disable NMI&#039;s and screen display<br /> &nbsp; &nbsp; STA $2000<br />&nbsp; &nbsp;&nbsp; &nbsp; LDA #%00000000<br />&nbsp; &nbsp;&nbsp; &nbsp; STA $2001</p><p>&nbsp; &nbsp; &nbsp; &nbsp; LDA ScreenNumber</p><p>Test0:<br />&nbsp; &nbsp; &nbsp; &nbsp; CMP #0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; compare ScreenNumber to find out which picture / palette to load<br />&nbsp; &nbsp; &nbsp; &nbsp; BNE Test1<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #&lt;pic0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; load low byte of picture<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $10<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #&gt;pic0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; load high byte of picture<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $11<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #$00<br />&nbsp; &nbsp; &nbsp; &nbsp; STA PaletteNumber&nbsp; &nbsp; &nbsp; &nbsp;; set palette lookup location<br />&nbsp; &nbsp; &nbsp; &nbsp; RTS</p><p>Test1:<br />&nbsp; &nbsp; &nbsp; &nbsp; CMP #1<br />&nbsp; &nbsp; &nbsp; &nbsp; BNE Test2<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #&lt;pic1<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $10<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #&gt;pic1<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $11<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #$10<br />&nbsp; &nbsp; &nbsp; &nbsp; STA PaletteNumber<br />&nbsp; &nbsp; &nbsp; &nbsp; RTS</p><p>Test2:<br />&nbsp; &nbsp; &nbsp; &nbsp; CMP #2<br />&nbsp; &nbsp; &nbsp; &nbsp; BNE Test3<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #&lt;pic2<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $10<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #&gt;pic2<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $11<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #$20<br />&nbsp; &nbsp; &nbsp; &nbsp; STA PaletteNumber<br />&nbsp; &nbsp; &nbsp; &nbsp; RTS</p><p>Test3:<br />&nbsp; &nbsp; &nbsp; &nbsp; CMP #3<br />&nbsp; &nbsp; &nbsp; &nbsp; BNE Test4<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #&lt;pic3<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $10<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #&gt;pic3<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $11<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #$30<br />&nbsp; &nbsp; &nbsp; &nbsp; STA PaletteNumber<br />&nbsp; &nbsp; &nbsp; &nbsp; RTS</p><p>Test4:<br />&nbsp; &nbsp; &nbsp; &nbsp; CMP #4<br />&nbsp; &nbsp; &nbsp; &nbsp; BNE Test5<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #&lt;pic4<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $10<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #&gt;pic4<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $11<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #$40<br />&nbsp; &nbsp; &nbsp; &nbsp; STA PaletteNumber<br />&nbsp; &nbsp; &nbsp; &nbsp; RTS</p><p>Test5:<br />&nbsp; &nbsp; &nbsp; &nbsp; CMP #5<br />&nbsp; &nbsp; &nbsp; &nbsp; BNE Test6<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #&lt;pic5<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $10<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #&gt;pic5<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $11<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #$50<br />&nbsp; &nbsp; &nbsp; &nbsp; STA PaletteNumber<br />&nbsp; &nbsp; &nbsp; &nbsp; RTS</p><p>Test6:<br />&nbsp; &nbsp; &nbsp; &nbsp; CMP #6<br />&nbsp; &nbsp; &nbsp; &nbsp; BNE Test7<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #&lt;pic6<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $10<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #&gt;pic6<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $11<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #$60<br />&nbsp; &nbsp; &nbsp; &nbsp; STA PaletteNumber<br />&nbsp; &nbsp; &nbsp; &nbsp; RTS</p><p>Test7:<br />&nbsp; &nbsp; &nbsp; &nbsp; CMP #7<br />&nbsp; &nbsp; &nbsp; &nbsp; BNE Test8<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #&lt;pic7<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $10<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #&gt;pic7<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $11<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #$70<br />&nbsp; &nbsp; &nbsp; &nbsp; STA PaletteNumber<br />&nbsp; &nbsp; &nbsp; &nbsp; RTS</p><p>Test8:<br />&nbsp; &nbsp; &nbsp; &nbsp; CMP #8<br />&nbsp; &nbsp; &nbsp; &nbsp; BNE Test9<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #&lt;pic8<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $10<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #&gt;pic8<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $11<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #$80<br />&nbsp; &nbsp; &nbsp; &nbsp; STA PaletteNumber<br />&nbsp; &nbsp; &nbsp; &nbsp; RTS</p><p>Test9:<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #&lt;pic9<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $10<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #&gt;pic9<br />&nbsp; &nbsp; &nbsp; &nbsp; STA $11<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA #$90<br />&nbsp; &nbsp; &nbsp; &nbsp; STA PaletteNumber<br />&nbsp; &nbsp; &nbsp; &nbsp; RTS</p><p>;&nbsp; &nbsp; &nbsp; &nbsp;----------------------------------------------------</p><p>ControllerTest:</p><p>&nbsp; &nbsp; &nbsp; &nbsp; LDA NewButtons<br />&nbsp; &nbsp; STA OldButtons</p><p>&nbsp; &nbsp; &nbsp; &nbsp; LDX #$00<br />&nbsp; &nbsp; LDA #$01&nbsp; &nbsp; &nbsp; &nbsp; ; strobe joypad<br />&nbsp; &nbsp; STA $4016<br />&nbsp; &nbsp; LDA #$00<br />&nbsp; &nbsp; STA $4016<br />ConLoop:<br />&nbsp; &nbsp; LDA $4016&nbsp; &nbsp; &nbsp; &nbsp; ; check the state of each button<br />&nbsp; &nbsp; LSR<br />&nbsp; &nbsp; ROR NewButtons<br />&nbsp; &nbsp; &nbsp; &nbsp; INX<br />&nbsp; &nbsp; &nbsp; &nbsp; CPX #$08<br />&nbsp; &nbsp; &nbsp; &nbsp; bne ConLoop</p><p>&nbsp; &nbsp; LDA OldButtons&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; invert bits<br />&nbsp; &nbsp; EOR #$FF<br />&nbsp; &nbsp; AND NewButtons<br />&nbsp; &nbsp; STA JustPressed</p><br /><br /><p>&nbsp; &nbsp; &nbsp; &nbsp; ;button ( 0 0 0 0 0&nbsp; 0&nbsp; 0 0 )<br />&nbsp; &nbsp; &nbsp; &nbsp; ;layout ( R L D U St Sl B A )</p><p>CheckSelect:<br />&nbsp; &nbsp; LDA #%00000100<br />&nbsp; &nbsp; AND OldButtons<br />&nbsp; &nbsp; BEQ CheckStart</p><p>&nbsp; &nbsp; &nbsp; &nbsp; lda #$00<br />&nbsp; &nbsp; &nbsp; &nbsp; sta scroll_dir&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; stops scrolling</p><p>&nbsp; &nbsp; LDA #%00001000<br />&nbsp; &nbsp; AND JustPressed<br />&nbsp; &nbsp; BEQ CheckLeft</p><p>&nbsp; &nbsp; &nbsp; &nbsp; lda animation_on_off<br />&nbsp; &nbsp; &nbsp; &nbsp; eor #$01<br />&nbsp; &nbsp; &nbsp; &nbsp; sta animation_on_off&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;; toggles animation<br />&nbsp; &nbsp; jmp CheckLeft</p><p>CheckStart:<br />&nbsp; &nbsp; LDA #%00001000<br />&nbsp; &nbsp; AND JustPressed<br />&nbsp; &nbsp; BEQ CheckLeft</p><p>&nbsp; &nbsp; &nbsp; &nbsp; lda cc_toggle<br />&nbsp; &nbsp; &nbsp; &nbsp; eor #$01<br />&nbsp; &nbsp; &nbsp; &nbsp; sta cc_toggle&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;; toggles color cycling</p><p>CheckLeft:<br />&nbsp; &nbsp; LDA #%01000000<br />&nbsp; &nbsp; AND JustPressed<br />&nbsp; &nbsp; BEQ CheckRight</p><p>&nbsp; &nbsp; &nbsp; &nbsp; lda #3<br />&nbsp; &nbsp; &nbsp; &nbsp; sta scroll_dir&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; scrolls left</p><p>CheckRight:<br />&nbsp; &nbsp; LDA #%10000000<br />&nbsp; &nbsp; AND JustPressed<br />&nbsp; &nbsp; BEQ CheckDown</p><p>&nbsp; &nbsp; &nbsp; &nbsp; lda #4<br />&nbsp; &nbsp; &nbsp; &nbsp; sta scroll_dir&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; scrolls right</p><p>CheckDown:<br />&nbsp; &nbsp; LDA #%00100000<br />&nbsp; &nbsp; AND JustPressed<br />&nbsp; &nbsp; BEQ CheckUp</p><p>&nbsp; &nbsp; &nbsp; &nbsp; lda #2<br />&nbsp; &nbsp; &nbsp; &nbsp; sta scroll_dir&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; scrolls down</p><p>CheckUp:<br />&nbsp; &nbsp; LDA #%00010000<br />&nbsp; &nbsp; AND JustPressed<br />&nbsp; &nbsp; BEQ CheckB</p><p>&nbsp; &nbsp; &nbsp; &nbsp; lda #1<br />&nbsp; &nbsp; &nbsp; &nbsp; sta scroll_dir&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; scrolls up</p><p>CheckB:<br />&nbsp; &nbsp; LDA #%00000010<br />&nbsp; &nbsp; AND JustPressed<br />&nbsp; &nbsp; BEQ CheckA</p><p>&nbsp; &nbsp; DEC ScreenNumber&nbsp; &nbsp; &nbsp; &nbsp; ; decrement screen number here<br />&nbsp; &nbsp; &nbsp; &nbsp; BPL CheckA<br />&nbsp; &nbsp; LDA #9&nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;; equal to total # of screens, starting from 0<br />&nbsp; &nbsp; STA ScreenNumber</p><p>CheckA:<br />&nbsp; &nbsp; LDA #%00000001<br />&nbsp; &nbsp; AND JustPressed<br />&nbsp; &nbsp; BEQ EndDrawChk</p><p>&nbsp; &nbsp; INC ScreenNumber&nbsp; &nbsp; &nbsp; &nbsp; ; increment screen number here<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA ScreenNumber<br />&nbsp; &nbsp; CMP #10&nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;; equal to total # of screens +1, starting from 0<br />&nbsp; &nbsp; BNE EndDrawChk<br />&nbsp; &nbsp; LDA #0<br />&nbsp; &nbsp; STA ScreenNumber</p><p>EndDrawChk:<br />&nbsp; &nbsp; LDA ScreenNumber&nbsp; &nbsp; &nbsp; &nbsp; ; has screen number changed? if not, skip redraw<br />&nbsp; &nbsp; CMP OldScreen<br />&nbsp; &nbsp; BEQ CheckOver</p><p>&nbsp; &nbsp; &nbsp; &nbsp; JSR LoadScreen&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; turn off and load new screen data<br />&nbsp; &nbsp; &nbsp; &nbsp; JSR LoadNewPalette&nbsp; &nbsp; &nbsp; ; load new palette<br />&nbsp; &nbsp; &nbsp; &nbsp; JSR DrawScreen&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; draw new screen<br />&nbsp; &nbsp; &nbsp; &nbsp; JSR LoadScreen&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; turn off and load new screen data<br />&nbsp; &nbsp; &nbsp; &nbsp; JSR DrawScreen2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;; draw new screen<br />&nbsp; &nbsp; &nbsp; &nbsp; JSR Vblank&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; turn the screen back on</p><p>CheckOver:</p><p>&nbsp; &nbsp; &nbsp; &nbsp; RTS</p><p>;&nbsp; &nbsp; &nbsp; &nbsp;----------------------------------------------------</p><p>ScrollCheck:<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA scroll_dir<br />ScrollUp:<br />&nbsp; &nbsp; &nbsp; &nbsp; CMP #1<br />&nbsp; &nbsp; &nbsp; &nbsp; BNE ScrollDown<br />&nbsp; &nbsp; &nbsp; &nbsp; INC scroll_v<br />&nbsp; &nbsp; &nbsp; &nbsp; lda scroll_v<br />&nbsp; &nbsp; &nbsp; &nbsp; cmp #240<br />&nbsp; &nbsp; &nbsp; &nbsp; bne ScrollOver<br />&nbsp; &nbsp; &nbsp; &nbsp; lda #0<br />&nbsp; &nbsp; &nbsp; &nbsp; sta scroll_v<br />&nbsp; &nbsp; &nbsp; &nbsp; JMP ScrollOver<br />ScrollDown:<br />&nbsp; &nbsp; &nbsp; &nbsp; CMP #2<br />&nbsp; &nbsp; &nbsp; &nbsp; BNE ScrollLeft<br />&nbsp; &nbsp; &nbsp; &nbsp; DEC scroll_v<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA scroll_v<br />&nbsp; &nbsp; &nbsp; &nbsp; cmp #255<br />&nbsp; &nbsp; &nbsp; &nbsp; bne ScrollOver<br />&nbsp; &nbsp; &nbsp; &nbsp; lda #239<br />&nbsp; &nbsp; &nbsp; &nbsp; sta scroll_v<br />&nbsp; &nbsp; &nbsp; &nbsp; JMP ScrollOver<br />ScrollLeft:<br />&nbsp; &nbsp; &nbsp; &nbsp; CMP #3<br />&nbsp; &nbsp; &nbsp; &nbsp; BNE ScrollRight<br />&nbsp; &nbsp; &nbsp; &nbsp; INC scroll_h<br />&nbsp; &nbsp; &nbsp; &nbsp; JMP ScrollOver<br />ScrollRight:<br />&nbsp; &nbsp; &nbsp; &nbsp; DEC scroll_h<br />ScrollOver:<br />&nbsp; &nbsp; &nbsp; &nbsp; JMP Scroll_Done</p><p>;&nbsp; &nbsp; &nbsp; &nbsp;----------------------------------------------------</p><p>color_cycle:</p><p>&nbsp; &nbsp; DEC PalCounter&nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;; decrement counter, skip if not 0<br />&nbsp; &nbsp; &nbsp; &nbsp; BNE NoCycling</p><p>&nbsp; &nbsp; LDA Color3&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; ; rotate the color values<br />&nbsp; &nbsp; LDX Color0<br />&nbsp; &nbsp; STA Color0<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA Color1<br />&nbsp; &nbsp; &nbsp; &nbsp; STX Color1<br />&nbsp; &nbsp; &nbsp; &nbsp; LDX Color2<br />&nbsp; &nbsp; &nbsp; &nbsp; STA Color2<br />&nbsp; &nbsp; STX Color3</p><p>&nbsp; &nbsp; LDA #$3F&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;; point to palette, the last three values of<br />&nbsp; &nbsp; STA $2006&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;; the fourth background palette - does not<br />&nbsp; &nbsp; LDA #$0d&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; overwrite color zero (see readme.txt)<br />&nbsp; &nbsp; STA $2006</p><p>&nbsp; &nbsp; LDA Color1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; write the rotated palette to the PPU<br />&nbsp; &nbsp; STA $2007<br />&nbsp; &nbsp; LDA Color2<br />&nbsp; &nbsp; STA $2007<br />&nbsp; &nbsp; LDA Color3<br />&nbsp; &nbsp; STA $2007</p><p>&nbsp; &nbsp; LDA PalNumber<br />&nbsp; &nbsp; STA PalCounter</p><p>NoCycling:<br />&nbsp; &nbsp; &nbsp; &nbsp; jmp cc_over</p><p>;&nbsp; &nbsp; &nbsp; &nbsp;----------------------------------------------------</p><p>NMI:</p><p>&nbsp; &nbsp; LDA ScreenNumber&nbsp; &nbsp; &nbsp; &nbsp; ; save old screen number for later compare<br />&nbsp; &nbsp; STA OldScreen</p><p>&nbsp; &nbsp; lda animation_on_off<br />&nbsp; &nbsp; cmp #$00<br />&nbsp; &nbsp; beq more_nmi_stuff</p><p>&nbsp; &nbsp; inc animation_timer<br />&nbsp; &nbsp; lda animation_timer<br />&nbsp; &nbsp; cmp #$20&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; change this number to change the speed of the animation<br />&nbsp; &nbsp; bne more_nmi_stuff<br />&nbsp; &nbsp; lda #0<br />&nbsp; &nbsp; sta animation_timer<br />&nbsp; &nbsp; inc ScreenNumber<br />&nbsp; &nbsp; lda ScreenNumber<br />&nbsp; &nbsp; cmp #10<br />&nbsp; &nbsp; bne more_nmi_stuff<br />&nbsp; &nbsp; lda #0<br />&nbsp; &nbsp; sta ScreenNumber</p><p>more_nmi_stuff:</p><p>&nbsp; &nbsp; &nbsp; &nbsp; JSR ControllerTest&nbsp; &nbsp; &nbsp; ; check for user input<br />&nbsp; &nbsp; &nbsp; &nbsp; lda cc_toggle<br />&nbsp; &nbsp; &nbsp; &nbsp; beq no_cc<br />&nbsp; &nbsp; &nbsp; &nbsp; jmp color_cycle<br />no_cc:<br />&nbsp; &nbsp; &nbsp; &nbsp; JSR LoadNewPalette<br />cc_over:<br />&nbsp; &nbsp; &nbsp; &nbsp; LDA scroll_dir<br />&nbsp; &nbsp; cmp #$00<br />&nbsp; &nbsp; &nbsp; &nbsp; BEQ Scroll_Done</p><p>&nbsp; &nbsp; jmp ScrollCheck</p><br /><br /><p>Scroll_Done:<br />&nbsp; &nbsp; &nbsp; &nbsp; lda scroll_h<br />&nbsp; &nbsp; &nbsp; &nbsp; sta $2005<br />&nbsp; &nbsp; &nbsp; &nbsp; lda scroll_v<br />&nbsp; &nbsp; &nbsp; &nbsp; sta $2005</p><p>&nbsp; &nbsp; &nbsp; &nbsp; RTI<br />IRQ:<br />&nbsp; &nbsp; &nbsp; &nbsp; RTI</p><p>;&nbsp; &nbsp; &nbsp; &nbsp;----------------------------------------------------</p><p>palette:&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; palette data<br />&nbsp; &nbsp; &nbsp; &nbsp; .byte $0F,$00,$10,$30,$0F,$05,$26,$30,$0F,$13,$23,$33,$0F,$01,$11,$21 ; palette 0 - aligns with pic0.nam below<br />&nbsp; &nbsp; &nbsp; &nbsp; .byte $0F,$00,$10,$30,$0F,$05,$26,$30,$0F,$13,$23,$33,$0F,$1C,$2B,$39 ; palette 1 - alings with pic1.nam below<br />&nbsp; &nbsp; &nbsp; &nbsp; .byte $0F,$00,$10,$30,$0F,$05,$26,$30,$0F,$13,$23,$33,$0F,$1C,$2B,$39 ; palette 2 - aligns with you know what below...<br />&nbsp; &nbsp; &nbsp; &nbsp; .byte $0F,$00,$10,$30,$0F,$05,$26,$30,$0F,$13,$23,$33,$0F,$1C,$2B,$39 ; palette 3<br />&nbsp; &nbsp; &nbsp; &nbsp; .byte $0F,$00,$10,$30,$0F,$05,$26,$30,$0F,$13,$23,$33,$0F,$1C,$2B,$39 ; palette 4<br />&nbsp; &nbsp; &nbsp; &nbsp; .byte $0F,$00,$10,$30,$0F,$05,$26,$30,$0F,$13,$23,$33,$0F,$1C,$2B,$39 ; palette 5<br />&nbsp; &nbsp; &nbsp; &nbsp; .byte $0F,$00,$10,$30,$0F,$05,$26,$30,$0F,$13,$23,$33,$0F,$1C,$2B,$39 ; palette 6<br />&nbsp; &nbsp; &nbsp; &nbsp; .byte $0F,$00,$10,$30,$0F,$05,$26,$30,$0F,$13,$23,$33,$0F,$1C,$2B,$39 ; palette 7<br />&nbsp; &nbsp; &nbsp; &nbsp; .byte $0F,$00,$10,$30,$0F,$05,$26,$30,$0F,$13,$23,$33,$0F,$1C,$2B,$39 ; palette 8<br />&nbsp; &nbsp; &nbsp; &nbsp; .byte $0F,$00,$10,$30,$0F,$05,$26,$30,$0F,$13,$23,$33,$0F,$1C,$2B,$39 ; palette 9</p><p>;&nbsp; &nbsp; &nbsp; &nbsp;----------------------------------------------------</p><p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; include picture data</p><p>pic0:<br />&nbsp; &nbsp; &nbsp; &nbsp; .INCBIN &quot;pic0.nam&quot;&nbsp; &nbsp; &nbsp; ; logoNES 0.1 splash screen by enso, 2009 - <a href="http://enso.tumblr.com" target="_blank">http://enso.tumblr.com</a><br />pic1:<br />&nbsp; &nbsp; &nbsp; &nbsp; .INCBIN &quot;pic1.nam&quot;&nbsp; &nbsp; &nbsp; <br />pic2:<br />&nbsp; &nbsp; &nbsp; &nbsp; .INCBIN &quot;pic2.nam&quot;<br />pic3:<br />&nbsp; &nbsp; &nbsp; &nbsp; .INCBIN &quot;pic3.nam&quot;<br />pic4:<br />&nbsp; &nbsp; &nbsp; &nbsp; .INCBIN &quot;pic4.nam&quot;<br />pic5:<br />&nbsp; &nbsp; &nbsp; &nbsp; .INCBIN &quot;pic5.nam&quot;<br />pic6:<br />&nbsp; &nbsp; &nbsp; &nbsp; .INCBIN &quot;pic6.nam&quot;<br />pic7:<br />&nbsp; &nbsp; &nbsp; &nbsp; .INCBIN &quot;pic7.nam&quot;<br />pic8:<br />&nbsp; &nbsp; &nbsp; &nbsp; .INCBIN &quot;pic8.nam&quot;<br />pic9:<br />&nbsp; &nbsp; &nbsp; &nbsp; .INCBIN &quot;pic9.nam&quot;</p><p>;&nbsp; &nbsp; &nbsp; &nbsp;----------------------------------------------------</p><p>&nbsp; &nbsp; .ORG $fffa&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; vectors<br />&nbsp; &nbsp; .DW NMI<br />&nbsp; &nbsp; .DW Reset<br />&nbsp; &nbsp; .DW IRQ</p></blockquote></div>]]></description>
			<pubDate>Mon, 19 Nov 2012 06:44:14 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/142720/#p142720</guid>
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			<title><![CDATA[Re: Logones as basic animation tool?]]></title>
			<link>https://chipmusic.org/forums/post/142718/#p142718</link>
			<description><![CDATA[<b><i>nickmaynard says:</i></b><p>yeah this would be really easy to do actually. one second.</p>]]></description>
			<pubDate>Mon, 19 Nov 2012 05:57:07 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/142718/#p142718</guid>
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			<title><![CDATA[Logones as basic animation tool?]]></title>
			<link>https://chipmusic.org/forums/post/142708/#p142708</link>
			<description><![CDATA[<b><i>Lazerbeat says:</i></b><p>I just had a bit of a brainwave which might be useful for logones users. 2 questions</p><p>Basically logones is a set of ten &quot;screens&quot; is this extendable or is it a hard limit? could logones use 20 or 30 or 40 screens if I created extra .nam files?</p><p>Second, at the moment A and B cycle through the screens. Is there a little code modification to make logones automatically cycle through the screens, either as a loop or ping pong?</p><p>Reason for asking is this would effectively make logones into a simple NES animation tool. You could make one .nam. load it into, YYCHR or whatever, alter it slightly, save the new one, load it, alter it etc, to create &quot;frames&quot; of animation rather than static screens.</p>]]></description>
			<pubDate>Mon, 19 Nov 2012 05:08:53 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/142708/#p142708</guid>
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