I was wondering what the general idea was when making non-tile based graphics on the nes.. i've seen it on some demos, not so much in commercial games
how is this done?
Search found 366 matches
- Mon Feb 28, 2011 7:41 pm
- Forum: Newbie Help Center
- Topic: how to make non-tile based graphics on nes?
- Replies: 13
- Views: 5069
- Sat Feb 26, 2011 11:41 pm
- Forum: NESdev
- Topic: DISASM6 v1.5 - Nes oriented disassembler producing asm6 code
- Replies: 116
- Views: 81387
- Sat Feb 26, 2011 4:41 pm
- Forum: NESdev
- Topic: DISASM6 v1.5 - Nes oriented disassembler producing asm6 code
- Replies: 116
- Views: 81387
- Sat Feb 26, 2011 10:13 am
- Forum: NESdev
- Topic: DISASM6 v1.5 - Nes oriented disassembler producing asm6 code
- Replies: 116
- Views: 81387
I think BCC #xx should be an error. If you want to specify the relative branch yourself, use BCC $+2+offset. why? because it implies an addressing mode which doesn't exist? from a readability standpoint, I much prefer BCC #offset vs BCC $+2+offset .. and regardless of addressing mode, it makes sens...
- Sat Feb 26, 2011 6:07 am
- Forum: NESdev
- Topic: DISASM6 v1.5 - Nes oriented disassembler producing asm6 code
- Replies: 116
- Views: 81387
- Fri Feb 25, 2011 9:16 pm
- Forum: NESdev
- Topic: DISASM6 v1.5 - Nes oriented disassembler producing asm6 code
- Replies: 116
- Views: 81387
- Fri Feb 25, 2011 8:24 pm
- Forum: NESdev
- Topic: DISASM6 v1.5 - Nes oriented disassembler producing asm6 code
- Replies: 116
- Views: 81387
It's treating #$7F as an absolute address. If you never specify an origin address, it will default to 0000. So it emits the instruction to jump to address 7F relative to the address after the jump (0002), and there's your 7D. yeah that is what it is doing.. it shouldn't matter now though as far as ...
- Fri Feb 25, 2011 8:14 pm
- Forum: NESdev
- Topic: DISASM6 v1.5 - Nes oriented disassembler producing asm6 code
- Replies: 116
- Views: 81387
i thought it was strange.. regardless i've already removed the code for that from 1.5 edit... actually, i think it is an ASM6 bug.. it's treating it like an address .org $c000 0C000 90 7A BCC $7C *** Branch out of range. 0C002 90 7A BCC $7E *** Branch out of range. 0C004 90 79 BCC $7F *** Branch out...
- Fri Feb 25, 2011 4:44 pm
- Forum: NESdev
- Topic: DISASM6 v1.5 - Nes oriented disassembler producing asm6 code
- Replies: 116
- Views: 81387
I was testing the program out on my Chu Chu Rocket game. Also, the quality of disassembly went way up when I made a Code-Data log before disassembling the game. will this rom exhibit the problem? what are your command line options? (i'm trying to play the game to make an cdl but i can get it to con...
- Fri Feb 25, 2011 3:59 pm
- Forum: NESdev
- Topic: DISASM6 v1.5 - Nes oriented disassembler producing asm6 code
- Replies: 116
- Views: 81387
- Fri Feb 25, 2011 11:50 am
- Forum: NESdev
- Topic: DISASM6 v1.5 - Nes oriented disassembler producing asm6 code
- Replies: 116
- Views: 81387
How do I tell the disassembler that a memory range 8000-8A20 is data? (edit: figured it out, set the Code Start parameter) the code start parameter allows you to set where to start disassembling from to explicitly tell it what is code and what is data, right now you have to use a CDL file generated...
- Fri Feb 25, 2011 10:57 am
- Forum: NESdev
- Topic: DISASM6 v1.5 - Nes oriented disassembler producing asm6 code
- Replies: 116
- Views: 81387
- Thu Feb 24, 2011 7:43 am
- Forum: NES Hardware and Flash Equipment
- Topic: NES RGB mod help (I've read lots of threads)
- Replies: 6
- Views: 5083
- Thu Feb 24, 2011 3:25 am
- Forum: NESdev
- Topic: Is there anything that could alter an MMC1 reg3 write?
- Replies: 41
- Views: 9494
Re: Is there anything that could alter an MMC1 reg3 write?
heh, that's exactly what i suggested like 30 minutes ago :D Yes, the only difference was I really didn't need to add something, per se, as there was already something there to use (the sleeping variable). Nonetheless it was a helpful suggestion, along with the others. Danke! well if it helped at al...
- Wed Feb 23, 2011 10:01 pm
- Forum: NESdev
- Topic: Is there anything that could alter an MMC1 reg3 write?
- Replies: 41
- Views: 9494
Re: Is there anything that could alter an MMC1 reg3 write?
I took advantage of a variable already in my NMI handler. ... At the end of the sub, it now checks if the variable is 0. If not, it branches to RTS. If it is, then it resets the MMC1 latch by writing $80 to $8000 (just to be safe) and then jumps back to the beginning of the sub heh, that's exactly ...