Search found 147 matches
- Sun Feb 08, 2009 2:53 pm
- Forum: Newbie Help Center
- Topic: NESASM .db rows limited to 24 bytes per line. Why?
- Replies: 17
- Views: 9011
Actually, ASM6 is very easy to adapt for other operating systems. I in fact use a Mac OS X as my primary computer, but have adapted ASM6 to work in it. I sent loopy a copy of the new source code, which allows ASM6 to work on both little-endian systems (such as DOS/Windows) and big-endian systems (M...
- Wed Feb 04, 2009 5:40 pm
- Forum: Newbie Help Center
- Topic: NESASM .db rows limited to 24 bytes per line. Why?
- Replies: 17
- Views: 9011
- Tue Feb 03, 2009 12:54 pm
- Forum: Newbie Help Center
- Topic: Adapting a NESASM tutorial for ASM6
- Replies: 16
- Views: 12299
Thanks, that makes a lot of sense. So that explains why the CHR-ROM/RAM sits at the end of the source code, since it's not in that $4000 memory space allocated to the single bank of PRG. It sits on separate hardware, so it has its own memory allocation. I assume the .chr file is padded as well, sinc...
- Tue Feb 03, 2009 8:27 am
- Forum: Newbie Help Center
- Topic: Adapting a NESASM tutorial for ASM6
- Replies: 16
- Views: 12299
So in the following snippet: .org $C000 RESET: ...... ...... ...... NMI: RTI .pad $FFFA ;first of the three vectors starts here .dw NMI ;when an NMI happens (once per frame if enabled) the ;processor will jump to the label NMI: .dw RESET ;when the processor first turns on or is reset, it will jump ;...
- Mon Feb 02, 2009 11:16 pm
- Forum: Newbie Help Center
- Topic: Adapting a NESASM tutorial for ASM6
- Replies: 16
- Views: 12299
- Mon Feb 02, 2009 9:27 pm
- Forum: Newbie Help Center
- Topic: Adapting a NESASM tutorial for ASM6
- Replies: 16
- Views: 12299
Adapting a NESASM tutorial for ASM6
Just getting my feet wet, so bear with me... As the title suggests, I was attempting to translate bunny's first NESASM tutorial into ASM6 syntax. After rearranging and fiddling a bit, I was able to get my source to compile, but it doesn't produce the proper output. More specifically, it produces a b...
- Mon Dec 08, 2008 10:02 pm
- Forum: Newbie Help Center
- Topic: Player control
- Replies: 11
- Views: 4636
I've always thought that Contra had great controls. Such as: - the ability to fire in all four cardinal directions, as well as diagonals - the ability to manipulate your direction while jumping - manipulating firing direction while jumping - quick animation between crouches, jumps, etc. - accurate h...
- Tue Nov 11, 2008 5:59 am
- Forum: Newbie Help Center
- Topic: I want to buy a Famicom reprogrammable cart
- Replies: 4
- Views: 2797
I have a PowerPak. It's a great tool to have and plays most games, but it might be a bit pricey if you're not also using it for development. It isn't compatible with some of the more sophisticated mappers, so games like Castlevania III and the Koei strategy games won't work. That doesn't matter so m...
- Thu Nov 06, 2008 5:25 pm
- Forum: NESdev
- Topic: Video demos of my game
- Replies: 95
- Views: 36857
- Fri Oct 31, 2008 2:05 pm
- Forum: NESdev
- Topic: My first foray into making cinema displays
- Replies: 39
- Views: 12089
- Fri Oct 24, 2008 7:39 pm
- Forum: Newbie Help Center
- Topic: May I have some leads?
- Replies: 7
- Views: 3176
Actually, many people *don't* know the things you mentioned. That's why they asked. In addition to reading through the technical docs on this site and the wiki, I'd recommend heading over to nintendoage.com, registering for the forums, and checking out the 'Nerdy Nights' tutorial in the 'Brewery' se...
- Wed Oct 15, 2008 10:11 pm
- Forum: NESdev
- Topic: Will RetroZone ever have a Powerpak mapper Update?
- Replies: 21
- Views: 10829
- Tue Oct 14, 2008 10:47 am
- Forum: NESdev
- Topic: An IDE for NES 8-bit
- Replies: 33
- Views: 17351
- Fri Sep 26, 2008 6:24 pm
- Forum: Newbie Help Center
- Topic: Total newb
- Replies: 17
- Views: 7060
- Fri Sep 19, 2008 10:26 pm
- Forum: Newbie Help Center
- Topic: 8-way scroll, MMC1, status bar, name-table layout
- Replies: 17
- Views: 6949
Thank you for the testing on real hardware! No problem. Anytime you need something tested, let me know. It's pretty simple to drop the ROM on my pak and test away. I'm looking forward to see how you progress with your project. And yeah, I totally understand why you'd want to keep your game under wr...