Search found 153 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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?
Same. That's a great page.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
- 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.
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.
- 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?
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?
- 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...
- 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??
- 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...
- 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).
- 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:...
- 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?
- 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...