//this example code shows how to put some text in nametable #include "neslib.h" // tileset data const unsigned char TILESET[8*128] = {/*{w:8,h:8,bpp:1,count:128,brev:1}*/ 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}; //this macro is used remove need of calculation of the nametable address in runtime #define NTADR(x,y) ((0x2000|((y)<<5)|x)) //put a string into the nametable void put_str(unsigned int adr,const char *str) { vram_adr(adr); while(1) { if(!*str) break; vram_put((*str++)-0x20);//-0x20 because ASCII code 0x20 is placed in tile 0 of the CHR } } void main(void) { //copy tileset to RAM vram_write((unsigned char*)TILESET, 0x0, sizeof(TILESET)); //rendering is disabled at the startup, and palette is all black pal_col(0,0x1); pal_col(1,0x30);//set while color //you can't put data into vram through vram_put while rendering is enabled //so you have to disable rendering to put things like text or a level map //into the nametable //there is a way to update small number of nametable tiles while rendering //is enabled, using set_vram_update and an update list put_str(NTADR(9,15),"NO CART LOADED"); ppu_on_all();//enable rendering while(1);//do nothing, infinite loop }