Search found 11 matches

by Zipper
Tue Sep 10, 2013 3:02 am
Forum: NESdev
Topic: ASM6 symbol file output.
Replies: 29
Views: 7397

Re: ASM6 symbol file output.

Great work sonder!!! Thanks.
by Zipper
Tue Oct 02, 2012 12:02 pm
Forum: NESdev
Topic: OAM rotation routine to reduce 9th sprite issues.
Replies: 21
Views: 7464

Re: OAM rotation routine to reduce 9th sprite issues.

After a long long long wait I finally got my POWERPAK. I just did a quick test and conclude that the OAM rotation works on real HW (USA NES 01). The offset is taken into account and the writes wrap around. But it still has to be seen how it could look in a game engine. Perhaps offsets of 5 or 6 spri...
by Zipper
Thu Sep 13, 2012 12:29 pm
Forum: NESdev
Topic: OAM rotation routine to reduce 9th sprite issues.
Replies: 21
Views: 7464

Re: OAM rotation routine to reduce 9th sprite issues.

I did some little tests running on emulators but they give different (akward) results. I have to wait for my powerpak to arrive to see the real effect and investigate more. I'd probably revert to my old method of rotation by processing my NPC-list (enemies/bullets etc) as it was a ring with a differ...
by Zipper
Thu Sep 13, 2012 10:01 am
Forum: NESdev
Topic: OAM rotation routine to reduce 9th sprite issues.
Replies: 21
Views: 7464

Re: OAM rotation routine to reduce 9th sprite issues.

@Bregalad: so you are rotating inside the metasprite itself. Right? Not among the metasprites.
Btw what do you mean with 'mazing'. Is it some sort of technique or do you mean sorting?
by Zipper
Thu Sep 13, 2012 6:06 am
Forum: NESdev
Topic: OAM rotation routine to reduce 9th sprite issues.
Replies: 21
Views: 7464

Re: OAM rotation routine to reduce 9th sprite issues.

Honnestly, your best bet is to do the sprite rotation by software. If the OAMADDR method works it would be much easier and faster then software OAM rotation. I guess it won't work best for all purposes (Zelda like top down games). Your routine sounds quite interesting. Could you tell more about it?
by Zipper
Thu Sep 13, 2012 3:46 am
Forum: NESdev
Topic: OAM rotation routine to reduce 9th sprite issues.
Replies: 21
Views: 7464

Re: OAM rotation routine to reduce 9th sprite issues.

Duh!

I've overlooked this thread: viewtopic.php?t=8057

Seems to be a workable implementation. :o
I'll try to test it on real HW asap.
by Zipper
Thu Sep 13, 2012 2:58 am
Forum: NESdev
Topic: OAM rotation routine to reduce 9th sprite issues.
Replies: 21
Views: 7464

OAM rotation routine to reduce 9th sprite issues.

I am still waiting for my PowerPak flash cart to arrive. So I am unable to test my thoughts on real HW. But perhaps my idea is totally wrong and not possible in the first place. At the moment I am rewriting my default game functions library I have for Z80 to 6502. One aspect is a routine to reduce t...
by Zipper
Fri Sep 07, 2012 2:11 am
Forum: NESdev
Topic: ASM6 symbol file output.
Replies: 29
Views: 7397

Re: ASM6 symbol file output.

I decided to make a little converter to convert an .lst into separate .nl files using Blitz+. Implementing 6502 support for sjasm would take too much time (for now).

Thanks for the help/pointers.
Now the fun of exploration can begin! 8)
by Zipper
Wed Sep 05, 2012 1:55 am
Forum: NESdev
Topic: ASM6 symbol file output.
Replies: 29
Views: 7397

Re: ASM6 symbol file output.

Thanks for the quick replies and pointers. That would probably be the smart thing you do. Or, if you're nuts like me, you can write your own "ASM6-compatible" assembler that outputs FCEUX debug files. Is that version available? I'd really would like to use that version you made. The issue ...
by Zipper
Tue Sep 04, 2012 5:30 am
Forum: NESdev
Topic: ASM6 symbol file output.
Replies: 29
Views: 7397

ASM6 symbol file output.

First post \o/ After learning Z80 assembly ( SMS and MSX ) I decided to give a go at another platform with all new challenges. I'm pretty charmed by Loopy's ASM6 assembler due to its simplicity. But I miss an option to output a symbol file that can be used by emulator debuggers. Debugging without sy...