Search found 36 matches

by ReverendSA
Sun Dec 19, 2021 11:09 pm
Forum: NESdev
Topic: incrementing a 16-bit address
Replies: 1
Views: 489

incrementing a 16-bit address

hello, I am just wondering if I am doing this the right way, or if there is some secret way to do it that I am missing lol. in this example, just pretend that: BACKGROUND_MANSION is an incbin'd nametable 3C0 bytes wide, not 400. BACKGROUND_LOADING_ADDRESS is 2 bytes in ram meant to be a 16 bit addre...
by ReverendSA
Mon Dec 13, 2021 10:58 pm
Forum: NESdev
Topic: question about pattern tables and the PPU
Replies: 8
Views: 744

Re: question about pattern tables and the PPU

thank you guys for your quick posts and information. I tried out mapper 66 and chr-ram and had fun writing the routine for that. I will have some fun doing pattern table changes with button presses and optimizing it. https://i.imgur.com/iAJH0b1.png RESET_PPUMASK LDX #$00 ; same cycles as TAX LDA #LO...
by ReverendSA
Mon Dec 13, 2021 1:00 pm
Forum: NESdev
Topic: question about pattern tables and the PPU
Replies: 8
Views: 744

Re: question about pattern tables and the PPU

CHR ROM size is specified in the NES header as a multiple of 8K, and while you can use any number you want, it really should be a power of 2. (8K, 16K, 32K, 64K, 128K, etc) 28K is not a multiple of 8, and not a power of 2, it should be expanded to 32K. Get yourself familiar with hex editors if you ...
by ReverendSA
Mon Dec 13, 2021 11:39 am
Forum: NESdev
Topic: question about pattern tables and the PPU
Replies: 8
Views: 744

Re: question about pattern tables and the PPU

hey guys I gave bank switching a shot and it worked. However, this works if I incbin 2 different chr files, both of which are 8kb. I am testing with a 28kb chr file which has 8000 bytes of graphics. Is there a way in mapper 0 to incbin this 28kb file with 8000 bytes of graphics, but offset it so tha...
by ReverendSA
Sun Dec 12, 2021 11:25 pm
Forum: NESdev
Topic: question about pattern tables and the PPU
Replies: 8
Views: 744

question about pattern tables and the PPU

Hello, When I incbin a chr file, I see this in fceux: https://i.imgur.com/m5VsMwz.png I guess this is because when you incbin the chr, it will take the first 2000 bytes and display them under pattern table 0/1, right? this chr file when viewed in yychr though has far more than 2000 bytes of data. I ...
by ReverendSA
Sun Apr 26, 2020 3:26 pm
Forum: Other Retro Dev
Topic: How to define local labels in SNASM68k (genesis)?
Replies: 2
Views: 7340

Re: How to define local labels in SNASM68k (genesis)?

TmEE wrote: Sun Apr 26, 2020 1:28 pm Manual suggests @ or . in front of the label.
You can find the manual here : https://segaretro.org/File:SNASM68K_680 ... Manual.pdf
wow you're a life saver. I will hold this document closely to my chest and never let it go...........

correct syntax appears to be:

Code: Select all

Loop\@:
by ReverendSA
Sun Apr 26, 2020 12:23 pm
Forum: Other Retro Dev
Topic: How to define local labels in SNASM68k (genesis)?
Replies: 2
Views: 7340

How to define local labels in SNASM68k (genesis)?

I am trying to use labels in a macro, but everytime I call the macro twice, I get a "label already defined" error. My only guess is that local labels may solve the problem. First instinct was to preface with a period (i.e .Loop instead of Loop), but the same error occurs. Maybe it's someth...
by ReverendSA
Tue Dec 10, 2019 5:55 pm
Forum: NESdev
Topic: Famitracker BIN file question
Replies: 1
Views: 3847

Re: Famitracker BIN file question

you know what, nevermind about what i asked. i have other ideas for audio that do not need to rely on the BIN file.
by ReverendSA
Sun Dec 08, 2019 10:55 pm
Forum: NESdev
Topic: Famitracker BIN file question
Replies: 1
Views: 3847

Famitracker BIN file question

hello all, if I want to play an F#3 with max volume on sq1, I would do this in ASM: LDA #$7F STA $4000 LDA #$2D STA $4002 LDA #$01 STA $4003 if on FTM I create single entry under sq1 which has: "F#3 00 F" and export as bin, i see these hex in export: 10 00 0D 00 10 00 10 00 00 10 0E B8 0B ...
by ReverendSA
Sun Dec 08, 2019 8:59 pm
Forum: NESdev
Topic: [solved] NESASM question
Replies: 3
Views: 4593

Re: NESASM question

yes it looks like i forgot the #.
Image
by ReverendSA
Sun Dec 08, 2019 7:38 pm
Forum: NESdev
Topic: [solved] NESASM question
Replies: 3
Views: 4593

[solved] NESASM question

can anyone assist, for those who use NESASM?

i have decided to get into the habit of giving specific values labels. E.G, width = $16. Now if I LDA width, it loads #$00. this is driving me crazy cause the thing i am testing works if i LDA #$16. are we not allowed to label immediate values?!
by ReverendSA
Sun Dec 01, 2019 11:36 am
Forum: NESdev
Topic: [solved] two quick question about collision
Replies: 2
Views: 3040

Re: two quick question about collision

1. You technically define the bounding box in your collision handling routine since that's what checks what pixels are colliding. So yeah you always define a bounding box in some way. 2. The $0200 RAM page can be named oam_buffer or oam_shadow or something, and to access $0203 (sprite 0's x-positio...
by ReverendSA
Sun Dec 01, 2019 12:35 am
Forum: NESdev
Topic: [solved] two quick question about collision
Replies: 2
Views: 3040

[solved] two quick question about collision

i have written collision in c# and c++ before, and it seemed to be an easy enough translation to asm 6502. here is my code below: 1. even though this works, is there a secret way that I am missing to do collision on nes? maybe shortcut? or do we always have to define bounding box? just curious 2. lo...
by ReverendSA
Fri Nov 29, 2019 4:57 pm
Forum: NESdev
Topic: [solved] help with adding delay in code
Replies: 4
Views: 5496

Re: help with adding delay in code

Sure. You can do that by incrementing a counter variable in your NMI: INC counter ; Goes in NMI Then define the glass routine like this: FlashTheGlass: LDA counter AND #%11 BNE DoneFlash INC $0212 DoneFlash: RTS Changing the AND will change the speed. If your animation has a power-of-two number of ...
by ReverendSA
Thu Nov 28, 2019 12:17 am
Forum: NESdev
Topic: [solved] help with adding delay in code
Replies: 4
Views: 5496

Re: help with adding delay in code

thank you. I have added the delay routine. you know a better example would be if I wanted to animate that glass (simple example being cycling through 4 palettes to make it "flash") in my main loop, i have a JSR to "FlashTheGlass" code is below: FlashTheGlass: INC $0212 CheckGlass...