NESmaker screen numbers for use with programming

baardbi

Well-known member
This is a pretty basic thing, but I found it very useful. I made a table of all the screens in NESmaker. Usually when you warp to a screen you use the X and Y value of that screen, but when you need to do this in code you usually have to give the exact screen number as an argument. This means that you need to count the screens from the top left corner. To make this a little easier I made this table so it's a little bit faster than counting the screens everytime.

This works great if you use the userScreenBytes to store the screen and map to warp to. To use the userScreenBytes make sure you do this tutorial by chronicleroflegends first:
Making userScreenByte0-7 work! (Plus Bonus!) | NESMakers

Here's an example from a custom warp script I use:

WarpToScreen userScreenByte6, userScreenByte2, #$01


screenNumbers.PNG

Here's the table with cells if you want to copy it to Excel or some other spreadsheet.

0123456789101112131415
16171819202122232425262728293031
32333435363738394041424344454647
48495051525354555657585960616263
64656667686970717273747576777879
80818283848586878889909192939495
96979899100101102103104105106107108109110111
112113114115116117118119120121122123124125126127
128129130131132133134135136137138139140141142143
144145146147148149150151152153154155156157158159
160161162163164165166167168169170171172173174175
176177178179180181182183184185186187188189190191
192193194195196197198199200201202203204205206207
208209210211212213214215216217218219220221222223
224225226227228229230231232233234235236237238239
240241242243244245246247248249250251252253254255
 

dale_coop

Moderator
Staff member
Also you can use hex values... that helps a lot for warp to screen.
For example, if you want to warp the the screen y:6 x:2, than your need to use #$62 for your the warpToScreen.
And for warping to the screen y:11, x:15, it would be #$BF (11 is B in hex... 15 is F)
 
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