Search found 493 matches

by clueless
Tue Sep 07, 2010 10:30 am
Forum: NESdev
Topic: NES boot loader specification
Replies: 24
Views: 8959

The boot loader looks well thought out. It really reminds me of the compactness and power of the Apple ][ disk boot loader ($c600-$c6ff). (briefly going off topic...) I once had a text file of a heavily commented disassembly of the ROM boot loader and first two stages of DOS 3.3. The document explai...
by clueless
Tue Sep 07, 2010 9:06 am
Forum: NESdev
Topic: NES boot loader specification
Replies: 24
Views: 8959

Would anyone be willing to modify a NES emulator to support connecting the 2nd controller port to some sort of virtual serial port (named pipe on windows or unix socket on unix)? Kind of like how VMWare workstation will let you attach a guest's emulated serial port to some logical "device"...
by clueless
Fri Sep 03, 2010 10:46 am
Forum: phpBB Issues
Topic: RSS feed ?
Replies: 2
Views: 5666

RSS feed ?

Is it possible to get an RSS feed of all new posts to the BBS? Or at least a feed per top-level category? I use my gmail account to keep track of my RSS feeds (can never have too much failblog) and would love to track a few categories of nesdev in the same interface. I don't know what kind of bandwi...
by clueless
Wed Sep 01, 2010 2:51 pm
Forum: NESdev
Topic: CA65/LD65: putting common code in several banks
Replies: 26
Views: 12636

I am not the original poster, and I don't intend to hijack this thread nor his question.... but, I have a question relating to the definition and usage of global variables. (ps- I am an accomplished C/C++/asm programmer w/ 20+ years exp) What is wrong with simply using ".globalzp" declarat...
by clueless
Wed Sep 01, 2010 7:47 am
Forum: NESdev
Topic: Bank Switching : something just occurred to me....
Replies: 12
Views: 4570

I am using a MMC1 design, with $c000-$ffff fixed and $8000-$bfff switched. I store the bank number at $bfff in each bank, so at any time I can know which bank is active by just reading it directly from $bfff.

Maybe this approach would be helpful to you?
by clueless
Tue Aug 31, 2010 12:34 pm
Forum: NESdev
Topic: CA65/LD65: putting common code in several banks
Replies: 26
Views: 12636

neilbaldwin wrote:Groan....

Pllllllease don't tell me I've wasted about 3 hours today trying to make this work :S
No matter what solution you choose, you have not wasted 3 hours. At best you've used 3 hours to solve your problem. At worse you've used three hours to learn something :)
by clueless
Tue Aug 31, 2010 6:27 am
Forum: NESdev
Topic: CA65/LD65: putting common code in several banks
Replies: 26
Views: 12636

Hello neilbaldwin, I also use ca65 / ld65 for my nes game development. While I don't have the same routine in multiple ROM banks at the same address, I do have fixed locations for all of my ZP (and non ZP) global variables. (ps- I'm using a MMC1 based design). I don't know if the source to my projec...
by clueless
Mon Aug 30, 2010 6:40 pm
Forum: NESdev
Topic: Any programmer Interested?
Replies: 19
Views: 7578

career stats There's a reason that no NES quiz show simulator had career stats. Saving increases the cost of making cartridges by several dollars, as you need to build battery-backed RAM into the cartridge (unless you're tearing up a copy of Ultima Exodus). Is there something special about how Exod...
by clueless
Thu Aug 26, 2010 6:31 pm
Forum: NESemdev
Topic: Anyone remember the first NES emulator?
Replies: 17
Views: 14355

Marat made iNES. I don't know who made Pasofami, which took split ROMs, and even the Google translation of the site that zophar.net links to as Pasofami's official site doesn't clarify things. I once had an IBM PS/ValuePoint with a 25 MHz 486SX CPU. Even Nesticle for DOS didn't run at full speed on...
by clueless
Fri Feb 27, 2009 7:57 pm
Forum: General Stuff
Topic: Is there an emulator of a non-existent system?
Replies: 21
Views: 8471

Sometime last year I wrote a weird emulation system that simulates 1,000s of 6502 based robots, all executing in parallel. Actual bot code is built using cc65/ca65 I defined my own devices (they live from $0200 to $02ff). Bots can communicate with each other, move, fire weapons, etc... They have an ...
by clueless
Fri Dec 19, 2008 11:52 pm
Forum: General Stuff
Topic: Rank the assembly languages you know
Replies: 17
Views: 7654

I loved MIPS R2000 when I was back in college. You only need 9 instructions to be turing complete (or so I think I remember)!


This one is also interesting:

http://bitstuff.blogspot.com/2007/02/su ... ative.html

http://en.wikipedia.org/wiki/One_instru ... t_computer
by clueless
Sat Dec 06, 2008 11:13 pm
Forum: NES Hardware and Flash Equipment
Topic: Translated FDS Castlevania II to English?
Replies: 26
Views: 13296

Maybe the NPC was referring to the "dragons" in the catacombs in the Atari 2600 game Adventure?

:roll:
by clueless
Thu Dec 04, 2008 7:41 pm
Forum: Newbie Help Center
Topic: Player control
Replies: 11
Views: 4636

Player control

Some games are known for the horrible "player control", like "Total Recall". Other games have gotten good marks for really good player control... which I'm drawing a blank on right now... But I'll say that I've always found the player control on the original Zelda game to be good...
by clueless
Sat Nov 22, 2008 3:07 pm
Forum: NESdev
Topic: NES Dev Collaborative Fighting Game
Replies: 121
Views: 43157

Would it be possible, with timed code or a custom mapper, to switch name tables half-way through each scan-line? So that the left side of the screen comes from one name table, and the right side comes from the other? Then any graphics that would need to extend over the boundary would be done with sp...
by clueless
Sat Nov 22, 2008 12:13 pm
Forum: NESdev
Topic: NES Dev Collaborative Fighting Game
Replies: 121
Views: 43157

What about using 8x16 sprites? Would that help matters any?