*^~ I| Raichu |I ~^* 2026-07-26 01:41
so imagine i have a bunch of sprites in #1 and #2 and 1 is currently being used. how do i change it so that #2 is being used as the main sprites mid-playthroug?
was8bit 2026-07-26 04:12 (Edited)
was8bit 2026-07-26 17:57
Regardless of how many character files you make, LowRes will always use the default location for processing your graphics
The approach I demonstrate will be the easiest approach, and you simply create your sets of graphics in different storage files, and copy in the set you want to use
… you can never use more than the four pages you are used to seeing when you edit the default set….
Important to note is that it if you use my approach, leave the default location empty, create your different graphics files in other storage locations, then load in the graphics file you want to use…
As you swap to different image files, it will write the file you choose into the active memory that lowres uses to find your graphics
moechofe 2026-07-27 14:14 (Edited)
If I understand correctly, you want to change the pixels of a character.
When a program is loaded, the content of the file#2 is copied at address $8000. It's the memory used for characters
(look at documentation: section Hardware Reference >> Memory Map)
Each character occupy 16 bytes.
(section: Hardware Reference >> Character Data)
So you can simply copy pixels from an other place into $8000 to replace the characters.
'COPY CHARACTER#1 FROM FILE#10 INTO $8000+32 (CHARACTER#2)
COPY ROM(10)+1*16, 16 TO $8000+2*16
SPRITE 40, 10,10, 2
#10:CHARACTERS
00000000000000000000000000000000
00003C3C3C000000003C426A6A7E3C00
wryhode 2026-07-29 06:38
or you can copy a whole file into character ram: COPY ROM(2),SIZE(2) TO $8000
was8bit 2026-07-29 17:24 (Edited)
This shows all of the available memory where you can store and use data
Memory Map
$0000 - Cartridge ROM (32 KB)
$8000 - Character Data (4 KB)
$9000 - BG0 Data (2 KB)
$9800 - BG1 Data (2 KB)
$A000 - Working RAM (16 KB)
$E000 - Persistent RAM (4 KB)
$FE00 - Sprite Registers (256 B)
$FF00 - Color Registers (32 B)
$FF20 - Video Registers
$FF40 - Audio Registers
$FF70 - I/O Registers
How you may shuffle data from one place or another depends...
Lowres NX is actually loaded with very powerful tools... it would be worth your time to explore the documentation and see what you can do ;)
The idea behind Lowres Nx is this.... imagine you holding a handheld gaming device, and you as a programmer are given the opportunity to create a game using the devices limited abilities, ex. Display screen, sound generation, memory for saving game state, cartridge data, etc...
... you have powerful commands like copy from/to, peek poke, TRACE to see how variables change in real time, SUB which creates independent code, can even enter a special edit mode for virtual disk mode, mcell or memory cell editing.... the list goes on about how many powerful things are available to create your game ;)
Unlike many other game making systems, only Lowres NX gives you full controll of every aspect of all possibilities to where you can craft a game that plays exactly how you want it to play... YOU are in controll ;)