This looks like a good way to observe the flags in action:
http://e-tradition.net/bytes/6502/
Search found 23 matches
- Sat Jan 19, 2013 12:27 pm
- Forum: Newbie Help Center
- Topic: Confused about multiple branches without compare
- Replies: 7
- Views: 2780
- Tue Jan 15, 2013 11:39 am
- Forum: NESdev
- Topic: Thinking clearly about collision detection
- Replies: 43
- Views: 10393
Re: Thinking clearly about collision detection
Interesting article on MCKid's development with a section on sloped collision:
http://games.greggman.com/game/programming_m_c__kids/
http://games.greggman.com/game/programming_m_c__kids/
- Thu Dec 27, 2012 12:57 pm
- Forum: General Stuff
- Topic: Final issue of Nintendo Power on newstands now (retro cover)
- Replies: 5
- Views: 2299
- Mon Dec 10, 2012 9:01 pm
- Forum: General Stuff
- Topic: New Ninja Gaiden 1 GG Code Needs testing on real GG
- Replies: 5
- Views: 2104
Re: New Ninja Gaiden 1 GG Code Needs testing on real GG
I've tested on fceux and it works there, i was just wanted to make sure that someone with the hardware could use it before i share it.
- Mon Dec 10, 2012 8:45 pm
- Forum: General Stuff
- Topic: New Ninja Gaiden 1 GG Code Needs testing on real GG
- Replies: 5
- Views: 2104
New Ninja Gaiden 1 GG Code Needs testing on real GG
In response to AVGN's complaint about a lack of good Ninja Gaiden health GG codes i've created a no-damage GG code. Ninja Gaiden 1 (US) No Damage: AVZVGP If anybody can comfirm this does work on a real GG (n' US Cart) it would be much appreciated. AVGN's Ninja Gaiden video is great if you haven't se...
- Sun Dec 09, 2012 4:47 pm
- Forum: Newbie Help Center
- Topic: Confused about multiple branches without compare
- Replies: 7
- Views: 2780
Re: Confused about multiple branches without compare
The zero flag is killed then LDA happens because the loaded value isn't zero, so it clears the zero (also is the equal) flag. Ok, thank you that clears it up! A lot of instructions will change flags that can be branched on. CMP is only needed when you want to compare two values against each-other w...
- Sun Dec 09, 2012 3:39 pm
- Forum: Newbie Help Center
- Topic: Confused about multiple branches without compare
- Replies: 7
- Views: 2780
Confused about multiple branches without compare
I've seen code with many Branch opcodes with without a Compare Opcode preceding it. I've done a little nesasm testing but i can't seem to pindown the logic behind 'delayed' branch commands. LDA #$88 CMP #$88 ;sprite is drawn LDA #$78 BEQ Skip JSR Draw_Sprite Skip: I would expect the comparison flag ...
- Tue Oct 30, 2012 10:38 am
- Forum: Newbie Help Center
- Topic: Trying to understand 'Vectors' in the 6502 sense
- Replies: 4
- Views: 1700
Re: Trying to understand 'Vectors' in the 6502 sense
I think i understand it now, thank you for the thorough explanations!
- Mon Oct 29, 2012 7:27 pm
- Forum: Newbie Help Center
- Topic: Trying to understand 'Vectors' in the 6502 sense
- Replies: 4
- Views: 1700
Trying to understand 'Vectors' in the 6502 sense
I'm having trouble exactly understanding what 'vector' means in nes asm/6502 terminology.
Is the vector for an IRQ like a pointer?
Is it closer to this?
http://en.wikipedia.org/wiki/Interrupt_vector
Or this?
http://en.wikipedia.org/wiki/Vectored_Interrupt
I thank you for your time.
Is the vector for an IRQ like a pointer?
Is it closer to this?
http://en.wikipedia.org/wiki/Interrupt_vector
Or this?
http://en.wikipedia.org/wiki/Vectored_Interrupt
I thank you for your time.
- Sat Oct 27, 2012 9:53 pm
- Forum: NESdev
- Topic: Famicom Basic Book - "make Super Mario"
- Replies: 9
- Views: 3335
Re: Famicom Basic Book - "make Super Mario"
Now this looks more like 'the goods':
http://www.ebay.com/itm/FAMILY-BASIC-Fa ... 53ec02df5c
Oh, to have a US edition of famicom basic back in 1987 would've been dreamy.
http://www.ebay.com/itm/FAMILY-BASIC-Fa ... 53ec02df5c
Oh, to have a US edition of famicom basic back in 1987 would've been dreamy.
- Fri Oct 26, 2012 6:58 pm
- Forum: NESdev
- Topic: Game design Sins
- Replies: 68
- Views: 13125
Re: Game design Sins
Often the right (sometimes accidental) combination of awkard 'sins' can make a game special and addicting. It's all a matter of context in my opinion.
- Sun Oct 21, 2012 11:35 am
- Forum: NESdev
- Topic: Famicom Basic Book - "make Super Mario"
- Replies: 9
- Views: 3335
Famicom Basic Book - "make Super Mario"
Haven't posted here in awhile but i found this on ebay and though someone would dig it:
http://www.ebay.com/itm/NINTENDO-book-p ... 1170493632
Who knows how much actual detail it goes into...
http://www.ebay.com/itm/NINTENDO-book-p ... 1170493632
Who knows how much actual detail it goes into...
- Fri Oct 07, 2011 12:36 pm
- Forum: NES Graphics
- Topic: NES Screen Tool
- Replies: 293
- Views: 215239
- Thu Oct 06, 2011 2:36 pm
- Forum: Newbie Help Center
- Topic: In game palette glitchy re-writing / VRAM access
- Replies: 10
- Views: 2878
Yeah, I had that implemented (from one of the KNES demo src's.)tokumaru wrote:Don't forget about PPU.ctrl (which was also in thefox's suggestion), it's also important.Brickman wrote:Code: Select all
// Set the low 8 bits of scroll. PPU_SCROLL( 0, 0 );
- Thu Oct 06, 2011 2:06 pm
- Forum: Newbie Help Center
- Topic: In game palette glitchy re-writing / VRAM access
- Replies: 10
- Views: 2878
Re: In game palette glitchy re-writing / VRAM access
Just for fun I also tried inline asm to just store the value at address 3F01 but that didn't work at all :) : That's because "STA $3F01" tries to store a value in the CPU addressing space, not the PPU addressing space. Always keep in mind that these two addressing spaces exist, and that t...