Search found 127 matches
- Wed Mar 28, 2007 3:21 pm
- Forum: Newbie Help Center
- Topic: Trying to Make Sense of WLA
- Replies: 18
- Views: 7620
Sorry for the long reply, but the person had responded a while ago and it was fairly discouraging. :( But here was his message: Sorry dude, but no matter how I look at that LDA and the situation, I can't think of anything that wouldn't break compability. It would also mean that I would have to do th...
- Wed Jan 17, 2007 4:29 pm
- Forum: Newbie Help Center
- Topic: Trying to Make Sense of WLA
- Replies: 18
- Views: 7620
That's OK, thank you. ^_^ I just sent an e-mail to the author about that. I'm actually wondering if he's not already aware of the issue. I've awared him for the issue about 1.5 year ago, and he fixed half of the opcodes (such as sta) leaving the others unafected. I think it'd be good if more people...
- Wed Jan 17, 2007 12:07 pm
- Forum: Newbie Help Center
- Topic: Trying to Make Sense of WLA
- Replies: 18
- Views: 7620
- Wed Jan 17, 2007 11:54 am
- Forum: Newbie Help Center
- Topic: Trying to Make Sense of WLA
- Replies: 18
- Views: 7620
- Wed Jan 17, 2007 11:28 am
- Forum: Newbie Help Center
- Topic: Trying to Make Sense of WLA
- Replies: 18
- Views: 7620
Bregalad, I figured as much. ^_^ Hey, I'm having one issue on the linker that I think might be a problem with the coding of the linker itself: .EMPTYFILL $FF .MEMORYMAP SLOTSIZE $2000 DEFAULTSLOT 0 SLOT 0 $8000 SLOT 1 $A000 SLOT 2 $C000 SLOT 3 $E000 SLOT 4 $2000 .ENDME .ROMBANKMAP BANKSTOTAL 4 BANKS...
- Tue Jan 16, 2007 6:40 pm
- Forum: Newbie Help Center
- Topic: Trying to Make Sense of WLA
- Replies: 18
- Views: 7620
- Tue Jan 16, 2007 5:35 pm
- Forum: Newbie Help Center
- Topic: Trying to Make Sense of WLA
- Replies: 18
- Views: 7620
Yes, using the linker worked a bit better. It looks like a MAKEFILE is more or less required to finish this. But thank you. Now to figuring out how to add vectors without multiple memory issues. ^_^ OK, I'm trying to do this now: .MEMORYMAP SLOTSIZE $2000 DEFAULTSLOT 0 SLOT 0 $C000 SLOTSIZE $1FFA SL...
- Tue Jan 16, 2007 4:57 pm
- Forum: Newbie Help Center
- Topic: Trying to Make Sense of WLA
- Replies: 18
- Views: 7620
Trying to Make Sense of WLA
OK, I'm trying to compile 6502 code in WLA for the NES, and I'm having some difficulty: http://www.geocities.com/beneficii/test.zip (change ext to .nes) http://www.geocities.com/beneficii/Test.asm Because of the lack of documentation, I'm not sure what I'm doing wrong. When I look in the test.nes fi...
- Sat Jan 06, 2007 9:42 am
- Forum: NESemdev
- Topic: FCEUXD SP v1.06--Compiling Source Code on My System
- Replies: 4
- Views: 2870
hap,
Thanks for your response. ^_^ Yes, I downloaded the latest API package from here:
http://www.mingw.org/download.shtml
And extracted it to the include and lib folders and it now works! Thank you so much! ^_^ Boy, there must have been an obscure problem slightly wrong. Thank you. ^_^
Thanks for your response. ^_^ Yes, I downloaded the latest API package from here:
http://www.mingw.org/download.shtml
And extracted it to the include and lib folders and it now works! Thank you so much! ^_^ Boy, there must have been an obscure problem slightly wrong. Thank you. ^_^
- Sat Jan 06, 2007 8:14 am
- Forum: NESemdev
- Topic: FCEUXD SP v1.06--Compiling Source Code on My System
- Replies: 4
- Views: 2870
- Fri Jan 05, 2007 1:43 pm
- Forum: NESemdev
- Topic: FCEUXD SP v1.06--Compiling Source Code on My System
- Replies: 4
- Views: 2870
FCEUXD SP v1.06--Compiling Source Code on My System
OK, I'm not quite sure where to start, I downloaded the source code to FCEUXD SP v1.06 with the intention of making some modifications to it: http://www.the-interweb.com/serendipity/index.php?/archives/60-Release-of-FCEUXD-SP-1.06.html The issue is that I'm trying to set up the framework under which...
- Fri Jul 29, 2005 10:08 am
- Forum: NESdev
- Topic: Level designing
- Replies: 111
- Views: 44117
Write the two lower bytes. One I'm talking about is what you set $2006 to in the NMI: $0000 if you're using the upper left nametable, $0800 if you're using the lower left, etc. It's a simplification, but it does work. But that's what the two low bits of $2000 are for. $2006 is not needed for this p...
- Fri Jul 29, 2005 6:27 am
- Forum: NESdev
- Topic: Level designing
- Replies: 111
- Views: 44117
You also have to set $2006 as well to your current nametable. No you don't - when you want to set your current nametable for rendering, you write to $2000 and specify your desired nametable in the bottom 2 bits (do this along with the reading $2002 and writing $2005 stuff). Write the two lower byte...
- Fri Jul 29, 2005 6:25 am
- Forum: NESdev
- Topic: Level designing
- Replies: 111
- Views: 44117
* Not disabling frame IRQs Sorry to ask but... how you do that again? This is not yet printed in my brain as one of the things to do on start-up! =) Is this the thing you do by writing something to $4017 (really wild guess on the address here, since I have to resort to a document every time I'm doi...
- Thu Jul 28, 2005 6:31 pm
- Forum: NESdev
- Topic: Level designing
- Replies: 111
- Views: 44117
I will email it to you, and you can just give me your address in a private message if you don't want it to be seen. By the way, when it scrolls like this: lda #$01 sta $2005 will it just scroll 1 pixel per vblank? Or what is the timing? No, it won't. It'll simply set the scroll to one pixel over to...