Search found 189 matches

by miau
Wed Aug 12, 2009 10:33 am
Forum: General Stuff
Topic: DPad Hero
Replies: 5
Views: 2538

While I've been playing games like StepMania quite a bit in the past I just can't get used to the controls of Dpad Hero. Probably a matter of a few days, though, if you're determined (getting used to it, I mean, not sure how hard the game really becomes). But now that we know what happens where woul...
by miau
Wed Aug 12, 2009 6:17 am
Forum: NESdev
Topic: ca65 scopes and macros
Replies: 33
Views: 15792

You've got a point there. But in many cases you can't entirely avoid this problem. Imagine functions that work with temp vars internally, not as parameters. I wish the stack was more useful. :( Anyway, it's usually the first thing I check for when encountering an error that, at first sight, makes no...
by miau
Wed Aug 12, 2009 4:17 am
Forum: NESdev
Topic: ca65 scopes and macros
Replies: 33
Views: 15792

You could always write your own extended assembly language might be a good idea. However, I'm not sure I want to add that program to all my sources or want to force people to download or even compile it themselves. I distribute plenty of tools with my own sources. Look at LJ65: the source code dist...
by miau
Tue Aug 11, 2009 3:09 am
Forum: NESdev
Topic: ca65 scopes and macros
Replies: 33
Views: 15792

Banshaku: If you're explicitly importing and exporting symbols anyway it doesn't sound like much more work. I'd consider using it myself if I could settle the macro problem which I probably won't be able to. Which leads me to believe that... You could always write your own extended assembly language...
by miau
Mon Aug 10, 2009 6:30 am
Forum: NESdev
Topic: ca65 scopes and macros
Replies: 33
Views: 15792

You're right, being just a preprocessor command it makes perfect sense. As for macro, to my knowledge, the #define in C/C++ doesn't have any scope. I'm not aware of scope for macro in assembler (never did enough to confirm). Is it something that you want to reproduce that you where doing in another ...
by miau
Mon Aug 10, 2009 4:13 am
Forum: NESdev
Topic: ca65 scopes and macros
Replies: 33
Views: 15792

For the import/export thing, if you find it annoying to always import in every module you can do this with the assembler: ------------------------------ -U Mark unresolved symbols as import ------------------------------ This is quite useful if you need to include the header file into the module it...
by miau
Sun Aug 09, 2009 11:08 am
Forum: NESdev
Topic: ca65 scopes and macros
Replies: 33
Views: 15792

Thanks, this method is much better than what I've been doing until now. I should have been using it from the start, really not much different from the way you do it in C, except for explicitly having to state .imports and .exports. :) I like macros for one reason - parameters. In my opinion the way ...
by miau
Sun Aug 09, 2009 7:01 am
Forum: NESdev
Topic: ca65 scopes and macros
Replies: 33
Views: 15792

By export and import do you mean having a c-like separation of source and header files? Currently I've just got lots of separate source files for the different tasks that are included from the main source file. It works for small projects, I guess, but you can get dependency problems when one module...
by miau
Sun Aug 09, 2009 5:31 am
Forum: NESdev
Topic: ca65 scopes and macros
Replies: 33
Views: 15792

Ah, thanks. I've been browsing the documentation for a solution, but totally missed that bit about macros being global.

That sucks, looks like it makes no sense using scopes to wrap my modules then.
by miau
Sun Aug 09, 2009 3:59 am
Forum: NESdev
Topic: ca65 scopes and macros
Replies: 33
Views: 15792

ca65 scopes and macros

Dear experienced ca65 users, I've run into a problem and hope you can help me. particle.s: .scope peng ;"P"article "ENG"ine ;init - initializes particle engine init: ... rts ;run - called once per frame, loops through all particles and updates their position etc. run: ... rts ;pa...
by miau
Wed Jul 08, 2009 8:58 am
Forum: NESdev
Topic: My NES game development blog
Replies: 10
Views: 4931

That's pretty cool, MetalSlime. Subscribed to the RSS feed as well. I'll be closely following the development, it's a pretty interesting read so far. Attribute nightmare, hehe. :) I've started blogging about my project, too, but for the reasons Banshaku mentioned I refrained from telling people abou...
by miau
Tue Jul 07, 2009 4:31 am
Forum: General Stuff
Topic: Worst Video game music ever
Replies: 37
Views: 12999

Mega Man 2's music SUCKS ... ...on the Game Boy. It's hard to pick the worst tracks. Just a few personal "favorites": Title Screen, Stage Select: http://www.youtube.com/watch?v=jmo1u-6KzCA Crash Man (at 2:54): http://www.youtube.com/watch?v=mcnHfpZF-Rc Needle Man: http://www.youtube.com/w...
by miau
Mon Jul 06, 2009 3:20 am
Forum: Newbie Help Center
Topic: Heosphoros (pouet) - background
Replies: 3
Views: 2162

The Embered Recollections rom uses three 4k chr banks per image and switches them mid-frame with help of the MMC3 scanline counter.
It's an awful waste of chr space (compared to what NES games used back in the day), but it works for demo type projects I guess.
by miau
Sun Jun 14, 2009 8:27 am
Forum: nesdevWiki
Topic: Wiki content (almost) tranfered
Replies: 26
Views: 21522

Regarding a list of commercial games with their specification, yes this is an idea because I wanted to find some details about X game and the bootgod database was down (now it just went back up). I would be useful a simple list of game N uses mapper X, board type X, has Y ammount of rom etc, anythi...
by miau
Sat Jun 13, 2009 1:32 pm
Forum: nesdevWiki
Topic: Wiki content (almost) tranfered
Replies: 26
Views: 21522

I've been carrying around a lot of printouts stapled together, which makes my backpack heavier than it needs to be. I can probably retire the papers now :) hmm, that reminds me... Has anyone ever had the idea of creating a "quick reference card" for the NES (like there is for unix command...