Search found 8 matches

by sorex
Tue Oct 05, 2010 12:29 pm
Forum: General Stuff
Topic: Interest in a nesdev coding compo?
Replies: 173
Views: 49214

well, you still have the option to enter the 2K or 4K minigame compo here ...

http://minigamecompo2010.00freehost.com/

the 1K compo has ended but you still have 25 days for a quick 2K entry
and near 2 months for a 4K entry.
by sorex
Sun Oct 03, 2010 6:45 am
Forum: NESdev
Topic: NES music emu for c64 released on X2010
Replies: 0
Views: 1964

NES music emu for c64 released on X2010

Hello, Went to X2010 this weekend which is one of the best C64/8-bit scene events happening every 2 years. Besides the usual gfx, music & demo compo's there were also sets from Jeroen Tel, DaTucker and a C64 tunes playing rockband. Amond the non compo released there was this NSF emu by MrSID whi...
by sorex
Sat Jan 09, 2010 9:47 am
Forum: Newbie Help Center
Topic: Problem with screen data jumping around
Replies: 9
Views: 3146

ok, I figured it out again :)

it seems that this gets calculated incorrectly if you don't occupy the entire bank...

Code: Select all

.db (CHREND - CHRSTART) / 8192
changing it to

Code: Select all

.db 1
solved my misery
by sorex
Sat Jan 09, 2010 9:07 am
Forum: Newbie Help Center
Topic: Problem with screen data jumping around
Replies: 9
Views: 3146

indeed, now I use ORG $7FF0 at the top of the source and below that $10 iNES header table and now my code is correct, the vectors are at 800A (7FFA+$10) but I only get a gray screen and some noise. maybe this stuff is wrong (which I got from someone on IRC) Mirroring = 1 ;0 for horizontal, 1 for ver...
by sorex
Sat Jan 09, 2010 8:19 am
Forum: Newbie Help Center
Topic: Problem with screen data jumping around
Replies: 9
Views: 3146

you're right but ASM6 leans more to what I'm used to (C64 TASM) so it's more practicle for me to use lda #<label instead of lda #low(label) just to name something.

if is has any other benefits compared to NESASM I don't know.

maybe I'll change back to NESASM , time will tel :)
by sorex
Sat Jan 09, 2010 5:55 am
Forum: Newbie Help Center
Topic: Problem with screen data jumping around
Replies: 9
Views: 3146

I read inhere that NESASM is a bad choice so I went for ASM6 everything compiles fine but it doesn't run, when I look in the debugger I see my code at $8000, but the $FFFA-FFFF vectors are blank. The files seems to have stripped down. Can anyone have a look at it please? http://www.apo.hr/test_asm6....
by sorex
Sat Jan 09, 2010 3:50 am
Forum: Newbie Help Center
Topic: Problem with screen data jumping around
Replies: 9
Views: 3146

Alright, I seem to have solved my problem.

Apparently you need to reset the X/Y scroll position to 0 after setting the attribute pointer?

Tried to do that before that code and that didn't work.
by sorex
Sat Jan 09, 2010 3:30 am
Forum: Newbie Help Center
Topic: Problem with screen data jumping around
Replies: 9
Views: 3146

Problem with screen data jumping around

Hello, First post inhere and just starting to code on the NES and already having a problem that nobody can seem to solve (on IRC at least ;) ) :? I am just testing the PPU things and... I set the pallet I display some stuff onto the screen all works fine but when I try to see what happends when I po...