Search found 591 matches

by tomaitheous
Wed Jan 28, 2009 7:06 pm
Forum: NESdev
Topic: CPX... Flags in relation to which value?
Replies: 13
Views: 5791

Consider the following: Code: loadpal: ; this is a freaky loop lda tilepal, x ; that gives 32 numbers sta $2007 ; to $2007, ending when inx ; X is 32, meaning we cpx #32 ; are done. bne loadpal ; if X isn't =32, goto "loadpal:" line. bne will keep branching back to loadpal until the Z fla...
by tomaitheous
Wed Jan 28, 2009 6:44 pm
Forum: NESdev
Topic: CPX... Flags in relation to which value?
Replies: 13
Views: 5791

Re: CPX... Flags in relation to which value?

I'm reading through the commodore programmers manual (http://nesdev.com/6502.txt) and it states that CPX (Compare Memory and Index X) changes the Negative, Zero, and Carry flag. I'm a little confused how this works, espically with the carry flag (I understand the carry flag, but since nothing is be...
by tomaitheous
Wed Jan 28, 2009 6:07 pm
Forum: NESdev
Topic: Video demos of my game
Replies: 95
Views: 36857

The mapper's UOROM, 256k PRG-ROM with 8k CHR-RAM. It's in the comments of the second Youtube video. Sivak should put this in the first post in this thread and on the grey boxes to the right of his videos, as this is a fairly common question. Yeah, and it's actually quite weird why people really wan...
by tomaitheous
Mon Jan 26, 2009 11:32 pm
Forum: NESdev
Topic: Confused about bank numbering
Replies: 6
Views: 3613

Was NESASM and PCEAS always related/from the same source? I know they come bundled together with MagicKit. PCEAS is based on Hudson's PCE and NES assembler. Heh. NESASM should allow automatic rollover on banks, so you could treat them as 16k banks by using even numbers only. Just use the upper bank ...
by tomaitheous
Mon Jan 26, 2009 11:26 am
Forum: NESdev
Topic: Video demos of my game
Replies: 95
Views: 36857

I watched the video a few times. Looks pretty cool. The music is catchy too. I wouldn't worry about the scrolling too much. Not scrolling gives it character and some charm. It does remind me of legacy of the wizard. Which mapper are you using? (I didn't see it skimming over the past few pages). Also...
by tomaitheous
Sun Jan 25, 2009 6:46 pm
Forum: General Stuff
Topic: Tutorials
Replies: 4
Views: 2848

TmEE: You should work on that tutorial :D It's kinda fun writing about console dev in between coding. Doing a chapter at a time makes it easier. I'm plan to finish chapter 5 this week if things go as planned (I have a collision map routine I really don't feel like working on at the moment ;) ).
by tomaitheous
Sat Jan 24, 2009 4:59 pm
Forum: General Stuff
Topic: Tutorials
Replies: 4
Views: 2848

Tutorials

The tutorial project that I've been working on lately - here.

Ascii has working out fine for now, but I'm going to including pictures for more complex explanations. I probably just bundle the pics (or videos) with the corresponding chapter.

Thoughts/opinions?
by tomaitheous
Sat Jan 24, 2009 11:59 am
Forum: NESdev
Topic: how does Nintendo feel about the homebrew scene?
Replies: 16
Views: 7815

The Wii games comes in iNES format which has not been invented by Nintendo. For the emualtor, you are right they are probably in-house but to get the knownledge to make them I wouldn't be surprised if they had to sneak into "pirate" made emultators and doccuments (I say the world pirate t...
by tomaitheous
Tue Jan 20, 2009 3:31 pm
Forum: GBDev
Topic: GameBoy Development?
Replies: 41
Views: 32179

LD A,(n16) //n16= (16-bit addr)
LD A,(r16) //r16= (BC),(DE),(HL)
LD (n16),A //n16= (16-bit addr)
LD (r16),A //r16= (BC),(DE),(HL)

Only LDI and LDD are restricted to HL.

The GBC cribsheet is your friend ;)
by tomaitheous
Mon Jan 19, 2009 4:32 pm
Forum: GBDev
Topic: GameBoy Development?
Replies: 41
Views: 32179

The only way to acess an array is to use indirect adressing and you have only *one* indirect pointer to do that woks. So if you want to do such a smple thing as copy an array to another in reverse order, while it's very easy on the 6502, it would end up a headache on the GB-Z80. There's: ld a,(BC) ...
by tomaitheous
Mon Jan 19, 2009 9:19 am
Forum: SNESdev
Topic: Building a SNES cart
Replies: 30
Views: 26107

Holy crap! Hope those were all flashed/burned correctly before you crammed them into the cart <_<;
by tomaitheous
Sun Jan 18, 2009 10:39 pm
Forum: SNESdev
Topic: Building a SNES cart
Replies: 30
Views: 26107

I'd like to see those 8 'wired' chips fit back into the cartridge, put back together - hahaha :D
by tomaitheous
Wed Jan 14, 2009 8:26 am
Forum: General Stuff
Topic: FM operator Type-L, Type-N, Type-M etc... what that mean???
Replies: 5
Views: 4135

The 2612(OPN) on the Genesis only has one waveform for the modulators and carriers, which is sine. The algorithms (mod/carrier setup) is more than likely different between the chips. I know it is for the 2151, 2612, and 2203. 2203 is supposed to be very similar to the 2612, except with half the chan...
by tomaitheous
Tue Jan 13, 2009 8:14 pm
Forum: GBDev
Topic: Mid-frame H-Blank Scroll Change Rules
Replies: 5
Views: 8068

I did a split screen mutliscroller and don't remember there being a specific time frame on the scanline interrupt to write the reg changes. I assume they are latched at the end of the scanline like some other display systems. Or at least latched at some point in the scanline <_<
by tomaitheous
Mon Jan 12, 2009 10:33 pm
Forum: GBDev
Topic: CPU Testing, Any Good Tips?
Replies: 38
Views: 40471

Well, on the Z80 you have the instructions listed in M cycles. Most docs list M cycle as 3 (or 4 depending on the doc) external clock source cycles, but really M cycles don't show the whole picture. An M cycle is made up of a variable accumulation of T states depending on the operation and also depe...