Search found 366 matches

by frantik
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

how to make non-tile based graphics on nes?

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?
by frantik
Sat Feb 26, 2011 11:41 pm
Forum: NESdev
Topic: DISASM6 v1.5 - Nes oriented disassembler producing asm6 code
Replies: 116
Views: 81387

Mapper writes confuse the disassembler, for example, it thinks that A000 is data because there are writes pointing there. Also looks like FCEUX thought it was data too, because it was marked as both data and code in the CDL file. Maybe "code" should always trump "data". I added ...
by frantik
Sat Feb 26, 2011 4:41 pm
Forum: NESdev
Topic: DISASM6 v1.5 - Nes oriented disassembler producing asm6 code
Replies: 116
Views: 81387

Yes. # indicates immediate. then just put ut in the manual: "for branches, # acts similarly to immediate, but it's not technically the same thing." :D conceptually, # means "a number which isn't a memory address" to me. it's obviously up to loopy though.. and it's not even an is...
by frantik
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...
by frantik
Sat Feb 26, 2011 6:07 am
Forum: NESdev
Topic: DISASM6 v1.5 - Nes oriented disassembler producing asm6 code
Replies: 116
Views: 81387

if the disassembler supports labelling then "BCC <nearlabel>" with "<nearlabel> <some code>" further down in the disassembly. For negative offsets, it would show -XXX. I considered doing that but then there is the potential for up to 3 labels for 1 memory location. There isn't m...
by frantik
Fri Feb 25, 2011 9:16 pm
Forum: NESdev
Topic: DISASM6 v1.5 - Nes oriented disassembler producing asm6 code
Replies: 116
Views: 81387

tokumaru wrote:IMO, "BCC $7F" should mean "branch to address $7F" and "BCC #$7F" should mean "branch to the location 127 bytes ahead".

i tend to agree, though BCC #$7F is treated just like BCC $7F in asm6.. i think BCC #$7F should throw a proper error message at least
by frantik
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 ...
by frantik
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...
by frantik
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...
by frantik
Fri Feb 25, 2011 3:59 pm
Forum: NESdev
Topic: DISASM6 v1.5 - Nes oriented disassembler producing asm6 code
Replies: 116
Views: 81387

Mapper writes confuse the disassembler, for example, it thinks that A000 is data because there are writes pointing there. Also looks like FCEUX thought it was data too, because it was marked as both data and code in the CDL file. Maybe "code" should always trump "data". ok i wil...
by frantik
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...
by frantik
Fri Feb 25, 2011 10:57 am
Forum: NESdev
Topic: DISASM6 v1.5 - Nes oriented disassembler producing asm6 code
Replies: 116
Views: 81387

here's version 1.4 changes in this version include * option for lowercase opcodes * options for processing arbitrary portions of the rom, either by file location or code location. * all numeric parameters accept decimal, $hex, 0xhex and %binary forms * Custom labels ending with "RTSTable" ...
by frantik
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

It's fun you think RGB is playing the NES "as it should have been". I know a few persons here who are on the composite side and said that emulators without NTSC filters was a disgrace to NES graphics (at least on some particular games) with the argument that the NES directly output compos...
by frantik
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...
by frantik
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 ...