Search found 189 matches
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- Sun Aug 09, 2009 5:31 am
- Forum: NESdev
- Topic: ca65 scopes and macros
- Replies: 33
- Views: 15792
- 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...
- 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...
- Tue Jul 07, 2009 4:31 am
- Forum: General Stuff
- Topic: Worst Video game music ever
- Replies: 37
- Views: 12999
- 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.
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.
- 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...
- Sat Jun 13, 2009 1:32 pm
- Forum: nesdevWiki
- Topic: Wiki content (almost) tranfered
- Replies: 26
- Views: 21522