Search found 15 matches

by oxymoron
Thu Oct 19, 2006 7:40 pm
Forum: Newbie Help Center
Topic: Is this code okay?
Replies: 14
Views: 5178

I appreciate the tips guys. I don't know what the < in "<$40" means? But otherwise those examples mostly make sense. Although like I said, I didn't want to make the code do something different (ie count down instead of up, although I didn't think about DEX setting the Z flag - is that what...
by oxymoron
Wed Oct 18, 2006 10:25 pm
Forum: Newbie Help Center
Topic: Is this code okay?
Replies: 14
Views: 5178

thanks memblers... I forgot about cpx. :roll: I was hoping to make it so you could dynamically change the value of the counter from within the program though. Can it be made shorter if that was a consideration? (btw it's just a brain excersize) thanks too dvdmth. I thought about that but I wanted it...
by oxymoron
Wed Oct 18, 2006 5:18 pm
Forum: Newbie Help Center
Topic: Is this code okay?
Replies: 14
Views: 5178

Is this code okay?

I've been messing around with the 6502 simulator and tried making a program that counts up from $00 to $1F and stores the numbers in memory in as few steps as possible. Could this code be made shorter somehow? .ORG $8000 LDA #$20 sta $8088 LDX #$00 loop: TXA CMP $8088 beq end sta $8040,x INX jmp loo...
by oxymoron
Wed Oct 18, 2006 5:14 pm
Forum: Newbie Help Center
Topic: Trouble with NES101 Tutorial
Replies: 13
Views: 5084

Is there anything wrong with just writing the iNes header into the original assembly program? Is there a benefit to adding it afterward? (I mean if you're just going to run the program on an emulator.)
by oxymoron
Wed Oct 18, 2006 12:46 am
Forum: Newbie Help Center
Topic: Trouble with NES101 Tutorial
Replies: 13
Views: 5084

Thanks again memblers. I just want to make sure I understand what the batch file does: Run CA65 on the components Run LD65 on all the CA65 output files to output the file "lib", which would be playabe on the NES (along with a map file rom.map) Combine header and lib into the file "lib...
by oxymoron
Tue Oct 17, 2006 6:07 am
Forum: Newbie Help Center
Topic: Trouble with NES101 Tutorial
Replies: 13
Views: 5084

Thanks memblers! :D I decided to just go ahead and do the tutorial with p65 and now I'm realizing that switching it to ca65 wouldn't be that difficult and I was worrying for nothing. :roll: Is that all there is to using LD65? It seems pretty simple. After running it you would end up with a valid .ne...
by oxymoron
Tue Oct 17, 2006 1:55 am
Forum: Newbie Help Center
Topic: Trouble with NES101 Tutorial
Replies: 13
Views: 5084

The process for setting up CA65 to do NES development is complicated? Are there any instructions for doing this anywhere?

Are there any tutorials available other than NES101?
by oxymoron
Tue Oct 17, 2006 1:47 am
Forum: Newbie Help Center
Topic: Can somebody explain "Sprite #0" to me?
Replies: 9
Views: 4190

And I still don't understand why everything after the first nontransparent pixel of Sprite 0 (assuming there is something nontransparent behind it) doesn't scroll in SMB? That's like 7 and a half scanlines worth of graphics that don't scroll after the hit flag is presumably set (assuming it's at th...
by oxymoron
Sun Oct 15, 2006 6:00 am
Forum: Newbie Help Center
Topic: Trouble with NES101 Tutorial
Replies: 13
Views: 5084

Trouble with NES101 Tutorial

So I downloaded CA65, read through the documentation to get an idea of how it's used, and it sounds great. Then I went to the NES101 document and immediatley came across a whole bunch of commands that don't exist in CA65. :x Should I just forget the tutorial and try to write a simple program on my o...
by oxymoron
Sun Oct 15, 2006 5:50 am
Forum: Newbie Help Center
Topic: Can somebody explain "Sprite #0" to me?
Replies: 9
Views: 4190

Or, is there something behind the coin that isn't transparent? I don't know exaclty about SMB, but yeah, that is the only way I can see, because you have to have both non-transparant pixels on both layer to have the hit flag set. Also, you cannot rely on hits on just the last pixel of the scanline ...
by oxymoron
Sun Oct 15, 2006 3:57 am
Forum: Newbie Help Center
Topic: Can somebody explain "Sprite #0" to me?
Replies: 9
Views: 4190

Thanks Memblers, that does help. But now I've confused myself in a different way... The text in the SMB status bar is made up of background tiles right? If the coin is sprite 0, why doesn't the text to the right of the coin scroll along with the rest of the screen? Then again, isn't the blue color t...
by oxymoron
Sun Oct 15, 2006 12:15 am
Forum: Newbie Help Center
Topic: Can somebody explain "Sprite #0" to me?
Replies: 9
Views: 4190

Can somebody explain "Sprite #0" to me?

I've been reading documents that briefly discuss Sprite 0 but I don't understand what it actually does. I read somewhere that this is how the status information in Super Mario Bros. stays in one place while the screen scrolls? Is it that nothing on the screen is altered until the Hit Flag is set? Li...
by oxymoron
Sat Oct 14, 2006 11:22 pm
Forum: Newbie Help Center
Topic: Okay, I know what NOT to do....
Replies: 15
Views: 6752

Thanks Tepples. :)
by oxymoron
Sat Oct 14, 2006 3:36 pm
Forum: Newbie Help Center
Topic: Okay, I know what NOT to do....
Replies: 15
Views: 6752

Re: Okay, I know what NOT to do....

Thanks for the advice everybody. :) Hello, I'm a noob. I understand the basics of 6502 assembly From Apple II, C=64, or what other platform? I'm just curious. I haven't done assembly programming for anything other than the NES. I started learning last year (mostly using NESASM) but when I switched c...
by oxymoron
Sat Oct 14, 2006 5:47 am
Forum: Newbie Help Center
Topic: Okay, I know what NOT to do....
Replies: 15
Views: 6752

Okay, I know what NOT to do....

Hello, I'm a noob. I understand the basics of 6502 assembly, and I really want to apply that to programming for the NES. I've found lots of information about what assemblers not to use and what tutorials not to follow. Can anybody tell me specifically what assembler to use and what tutorials to foll...