Search found 11 matches
- 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.
- Fri Oct 12, 2012 2:38 am
- Forum: NES Hardware and Flash Equipment
- Topic: New Famiclone found inside an arabic MSX
- Replies: 0
- Views: 1814
New Famiclone found inside an arabic MSX
See here for some photos: http://www.msx.org/forum/msx-talk/hardw ... o-hardware
- 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...
- 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...
- 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?
Btw what do you mean with 'mazing'. Is it some sort of technique or do you mean sorting?
- 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?
- 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.
I'll try to test it on real HW asap.
I've overlooked this thread: viewtopic.php?t=8057
Seems to be a workable implementation.
I'll try to test it on real HW asap.
- 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...
- 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)
Thanks for the help/pointers.
Now the fun of exploration can begin! 8)
- 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 ...
- 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...