Search found 127 matches

by beneficii
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...
by beneficii
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...
by beneficii
Wed Jan 17, 2007 12:07 pm
Forum: Newbie Help Center
Topic: Trying to Make Sense of WLA
Replies: 18
Views: 7620

lynxsolaris,

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.
by beneficii
Wed Jan 17, 2007 11:54 am
Forum: Newbie Help Center
Topic: Trying to Make Sense of WLA
Replies: 18
Views: 7620

lynxsolaris,

I knew that. ^_^ I explained it in the post. I guess I should send an e-mail to the author.
by beneficii
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...
by beneficii
Tue Jan 16, 2007 6:40 pm
Forum: Newbie Help Center
Topic: Trying to Make Sense of WLA
Replies: 18
Views: 7620

Yes I had. And I had read the section on ".SECTION" but I wasn't sure what to make of it. Thank you so much for you help!

This is a bit more powerful!
by beneficii
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...
by beneficii
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...
by beneficii
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. ^_^
by beneficii
Sat Jan 06, 2007 8:14 am
Forum: NESemdev
Topic: FCEUXD SP v1.06--Compiling Source Code on My System
Replies: 4
Views: 2870

http://www.zophar.net/nes.html From here, I downloaded the source code for the FCEUXD v.1.0a and had the same issue. Perhaps I haven't set up my libraries correctly? Basically, I downloaded the DirectX SDK from Microsoft's website and set up the includes and libraries. Then I added "lib-" ...
by beneficii
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...
by beneficii
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...
by beneficii
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...
by beneficii
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...
by beneficii
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...