Search found 311 matches

by Petruza
Sun Jan 11, 2009 10:46 am
Forum: NESdev
Topic: Writing pattern tables / tile data
Replies: 19
Views: 6708

My c NES library work in progress:

Image

Yes, I know it looks a little bit gay , but I was just testing sprite DMA with random values and the rainbow colors popped out :D
by Petruza
Sun Jan 11, 2009 7:10 am
Forum: NESdev
Topic: NES Memory space and cc65
Replies: 4
Views: 2341

Bregalad wrote:I'm pretty sure it should be possible to reassemble the CC65 NES libraries so that it uses either adress you desire.
Yeah, it should. I'll investigate.
by Petruza
Sun Jan 11, 2009 7:03 am
Forum: NESemdev
Topic: easiest emulator to modify?
Replies: 5
Views: 2793

Well, I don't just want to understand how the NES works, yes that's the main reason, but actually I want to be able to compile and run the emulator and try to make some changes to its source and see them running.
I've seen really cryptic code in many open source projects.

Thanks, I'll give it a try!
by Petruza
Sat Jan 10, 2009 10:50 pm
Forum: NESemdev
Topic: easiest emulator to modify?
Replies: 5
Views: 2793

easiest emulator to modify?

Hi, I'd like to make some tools to debug and reverse-engineer the NES. So I don't want to have a hard time trying to understand and even compile a complex emulator. So in your experience, what emulator would you think is the easiest one to have a look at its source, understand it and compile it with...
by Petruza
Sat Jan 10, 2009 3:43 pm
Forum: NESdev
Topic: NES Memory space and cc65
Replies: 4
Views: 2341

NES Memory space and cc65

Hi, I wrote a simple program to see what addresses did each variable get. And I got this result: - Global variables get stored starting from address $6000. ( That should be Save RAM, and indeed, emulators save .sav files whenever you use global variables ) - Local variables get addresses $07FF and g...
by Petruza
Wed Jan 07, 2009 8:35 pm
Forum: NESdev
Topic: Timing in NES, other than waiting for VBLANK
Replies: 15
Views: 7258

UncleSporky wrote:it does make him seem constantly annoyed.
You're right, that's maybe what annoys me.
Maybe in my subconscious I think tepples is always bothered by something, like Pinnochio seems to be :D
by Petruza
Wed Jan 07, 2009 8:30 pm
Forum: NESdev
Topic: Timing in NES, other than waiting for VBLANK
Replies: 15
Views: 7258

tepples wrote:
UncleSporky wrote:What's that kid from?
Pinocchio 2
Does the name "Pin Eight" have to do with that?
Because in spanish Pin 8 would be "Pin ocho" the same as Pinocchio.
by Petruza
Wed Jan 07, 2009 5:29 pm
Forum: NESdev
Topic: Timing in NES, other than waiting for VBLANK
Replies: 15
Views: 7258

In [url=http://nesdev.com/bbs/viewtopic.php?p=41472#41472]this post[/url], Bregalad wrote:Hmmh, your avatar is much weirder too (altough it doesn't annoy me). A face viewed by front and face at the same time is really weird.
Tepples' avatar is not weird at all, it just annoys me, I'm not sure why.
by Petruza
Wed Jan 07, 2009 2:55 pm
Forum: NESdev
Topic: Timing in NES, other than waiting for VBLANK
Replies: 15
Views: 7258

Re: Timing in NES, other than waiting for VBLANK

Hi, is it possible to meassure time in the NES other than waiting for VBLANK? The best answer depends on your answer to the following: Of what event are you trying to measure the time? I want to make a metronome. But maybe 60 hz are enough. PS: Tepples, don't take it personal, but your avatar annoy...
by Petruza
Wed Jan 07, 2009 10:59 am
Forum: NESdev
Topic: Timing in NES, other than waiting for VBLANK
Replies: 15
Views: 7258

Timing in NES, other than waiting for VBLANK

Hi, is it possible to meassure time in the NES other than waiting for VBLANK?
This gives a precision of a 60th of a second, in NTSC, but what if you want more precision? is it possible?
by Petruza
Wed Jan 07, 2009 10:50 am
Forum: NESdev
Topic: Writing pattern tables / tile data
Replies: 19
Views: 6708

You're right, I was just naming which functions should be included in a NES library, some of them written in assembler, some in c, doesn't matter.
by Petruza
Wed Jan 07, 2009 10:02 am
Forum: NESdev
Topic: Writing pattern tables / tile data
Replies: 19
Views: 6708

Pretty much. CC65 allows assembly and C routines to call eachother (in theory, I haven't tried). Totally. I have. As long as you have the object file ( .o ) and the API definition ( .h for C or .inc for assembler ) it doesn't matter in which language it was written, you can use it from both languag...
by Petruza
Wed Jan 07, 2009 9:41 am
Forum: NESdev
Topic: 2009 - A fireworks demo
Replies: 9
Views: 7229

Thanks!
So, it's reading the sample info from some binary data right?
How were that samples generated?
by Petruza
Wed Jan 07, 2009 9:39 am
Forum: NESdev
Topic: Writing pattern tables / tile data
Replies: 19
Views: 6708

I think the best would be having a library written in assembler with time-critical routines, and have the c header files to use that routines, and make the application body in C.
by Petruza
Tue Jan 06, 2009 10:02 pm
Forum: NESdev
Topic: 2009 - A fireworks demo
Replies: 9
Views: 7229

Matrixz and/or Blargg: could you explain the code for the sound effects? it would help me a lot to understand how to make this kind of sounds. ( I just experimented with rectangular wave channels ) Thanks! ( great demo, by the way, matrixz ) shoot_sound: lda #$01 sta $400C lda <random+3 and #$03 sta...