Search found 147 matches

by noattack
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...
by noattack
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

I agree. I'm actually in the process of converting the NESASM tutorials from nintendoage.com into ASM6 format. It's actually not a terribly difficult process and it eliminates a lot of the headaches and limitations of NESASM. See this thread for reference: http://nesdev.com/bbs/viewtopic.php?t=4822
by noattack
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...
by noattack
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 ;...
by noattack
Mon Feb 02, 2009 11:16 pm
Forum: Newbie Help Center
Topic: Adapting a NESASM tutorial for ASM6
Replies: 16
Views: 12299

Thank you both. Everything is working properly now. So, if I understand correctly, an .ORG statement should only be used once, since it 'sets the starting address'? Or not at all, since it seems easier to use the "$ = ADDR" format instead. .PAD, on the other hand, fills a particular memory...
by noattack
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...
by noattack
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...
by noattack
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...
by noattack
Thu Nov 06, 2008 5:25 pm
Forum: NESdev
Topic: Video demos of my game
Replies: 95
Views: 36857

Is there a default double-jump ability or is that an additional item as well?
by noattack
Fri Oct 31, 2008 2:05 pm
Forum: NESdev
Topic: My first foray into making cinema displays
Replies: 39
Views: 12089

tough crowd around here, roth. i say great work!
by noattack
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...
by noattack
Wed Oct 15, 2008 10:11 pm
Forum: NESdev
Topic: Will RetroZone ever have a Powerpak mapper Update?
Replies: 21
Views: 10829

bunny seems to be a pretty busy dude and already does a ton to contribute to the NES community. it's probably just a matter of time and priorities.
by noattack
Tue Oct 14, 2008 10:47 am
Forum: NESdev
Topic: An IDE for NES 8-bit
Replies: 33
Views: 17351

This is outstanding. I would definitely use it.
by noattack
Fri Sep 26, 2008 6:24 pm
Forum: Newbie Help Center
Topic: Total newb
Replies: 17
Views: 7060

Also, head over to nintendoage.com, check out the 'Brewery' section of the forums, and read through the 'Nerdy Nights' tutorials. In conjunction with the resources on this site, you'll start to get your bearings. Good luck!
by noattack
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...