Search found 153 matches

by turboxray
Wed Jun 10, 2020 12:53 pm
Forum: General Stuff
Topic: Terminator, MOS 6502 and Ion Maiden
Replies: 7
Views: 5288

Re: Terminator, MOS 6502 and Ion Maiden

I don't know whether there are assemblers that accept an ! like this. Maybe it was an intentional troll move (or a Genius Bonus) to offer the code listing with something off, that people couldn't get it to work directly unless they figured out they need to fix something first? There are a LOT of 65...
by turboxray
Thu May 28, 2020 9:25 pm
Forum: NES Graphics
Topic: Using Tiled as a map editor
Replies: 8
Views: 8871

Re: Using Tiled as a map editor

In this case, the big question becomes "how do you handle palettes"? I'm not sure the answer to this question here. Either put your palette info in a metablock that exists outside of Tiled, but mirrors what you see in Tiled. Or have an extra layer hold the palette "number". Sinc...
by turboxray
Tue May 05, 2020 12:23 pm
Forum: NESdev
Topic: IRQ nesting due to OAM DMA
Replies: 9
Views: 4045

Re: IRQ nesting due to OAM DMA

Why do you even clear the I flag in the NMI in the 1st place ? The 6502 wasn't designed to be used that way, hence the name, non maskable . Doing preemptive ISRs on the 65x is really no different than anything else; re-enable the interrupts when inside an ISR that can be preempted by a higher level...
by turboxray
Sun Apr 12, 2020 10:53 am
Forum: NESdev
Topic: How many times can the NES change scrolling in a frame?
Replies: 57
Views: 42267

Re: How many times can the NES change scrolling in a frame?

So "line scroll" in that context means scrolling of one scanline per vsync (which on NES would just be normal vertical scrolling) instead of scrolling a whole character cell. I see, that makes sense. Thanks! I don't want to be rude here, but that's actually absurd. That would be very tech...
by turboxray
Thu Apr 09, 2020 2:55 am
Forum: NESdev
Topic: How many times can the NES change scrolling in a frame?
Replies: 57
Views: 42267

Re: How many times can the NES change scrolling in a frame?

Just came across this thread when searching for a site for someone.. (raster effects related) I think "line scrolling" or "line scroll change" sounds like an appropriate term; if it can get universally adopted. Please stop this absolute time-wasting borderline-postmodernist pedan...
by turboxray
Thu Apr 09, 2020 12:25 am
Forum: Newbie Help Center
Topic: Help with 16 bit compare. is it even possible?
Replies: 4
Views: 2686

Re: Help with 16 bit compare. is it even possible?

rainwarrior wrote: Mon Apr 06, 2020 8:13 pm I continually refer to this excellent article on the subject:

Beyond 8-bit Unsigned Comparisons by Bruce Clark
Same. That's a great page.
by turboxray
Thu Apr 09, 2020 12:19 am
Forum: NESdev
Topic: I am interested in making homebrew, what is my first step?
Replies: 15
Views: 9628

Re: I am interested in making homebrew, what is my first step?

Is drama really necessary in this thread?

OP: What's your experience with retro console development, or any game development? What languages and hardware have you worked with? I like the nesmaker recommendation, if you're just looking to try something out real quick.
by turboxray
Sat Apr 04, 2020 1:22 pm
Forum: Other Retro Dev
Topic: Decapped Huc6270 video chip
Replies: 1
Views: 7012

Decapped Huc6270 video chip

PC-Engine HuC6270 Video Chip..

https://siliconpr0n.org/map/hudson/huc6 ... =13616&z=2

Top block looks like the 64 sprite registers, and dense/dark block right below it (to the left).. the 256 sprite-pixel pre-fetch buffer?
by turboxray
Sat Mar 14, 2020 3:41 pm
Forum: SNESdev
Topic: SNES music program
Replies: 26
Views: 36143

Re: SNES music program

I'm still working on this occasionally, I was just busy with my homebrew game and the Gradius III optimization patch. I just had an idea to simplify how sample loop points will work. Instead of defining the sample length and oscillator frequencies independently, they can be defined by parameters in...
by turboxray
Sat Mar 14, 2020 11:15 am
Forum: NESemdev
Topic: NES PPU pixel accurate rendering problems
Replies: 7
Views: 5308

Re: NES PPU pixel accurate rendering problems

Oh wow that's a nasty bug haha. Did you happen to debug and see what values it was producing??
by turboxray
Thu Jan 30, 2020 4:34 pm
Forum: Newbie Help Center
Topic: 8x16 and whatever else unreg wants to know
Replies: 1570
Views: 520694

Re: 8x16 and whatever else unreg wants to know

edit: Also, lying is bad; they are just hurting themselves if they claim they created the asm6_ edit. Honestly, I don’t care to research what you’ve reported turboxray. I’m not worried in the slightest bc God is in charge of everything; He gives me peace. :) I have no idea what any of that means ha...
by turboxray
Tue Jan 28, 2020 4:08 pm
Forum: SNESdev
Topic: Setting up a 24-bit pointer
Replies: 6
Views: 4382

Re: Setting up a 24-bit pointer

That or self modifying code and (abs.long),y addressing mode. (assuming you need an index offset).
by turboxray
Mon Jan 27, 2020 5:44 pm
Forum: Newbie Help Center
Topic: 8x16 and whatever else unreg wants to know
Replies: 1570
Views: 520694

Re: 8x16 and whatever else unreg wants to know

The source code is public right? Who's officially maintaining it? hi turboxray, asm6_ was only worked on by me... it not being updated now bc it does everything I wanted it to do. It’s really useful to just me, I guess. However, if you’d like, you can try it here: https://fervid.org/asm6_.zip edit:...
by turboxray
Mon Jan 27, 2020 2:39 pm
Forum: Newbie Help Center
Topic: 8x16 and whatever else unreg wants to know
Replies: 1570
Views: 520694

Re: 8x16 and whatever else unreg wants to know

The source code is public right? Who's officially maintaining it?
by turboxray
Tue Jan 14, 2020 7:18 pm
Forum: Other Retro Dev
Topic: Why was the GBA sound so poor?
Replies: 36
Views: 28134

Re: Why was the GBA sound so poor?

On a machine whose internal speaker has an 800 Hz high-pass, it's tough to make a bass sound that doesn't get completely filtered out while not sounding like flatulence. I mean there is earphone jack. Do you think developers, or rather musicians, might have just prioritized sound for the speaker ov...