Search found 528 matches

by Movax12
Sat Aug 11, 2012 3:38 pm
Forum: Homebrew Projects
Topic: Pong tutorial failure
Replies: 17
Views: 6947

Re: Pong tutorial failure

This isn't hard to change is it? You could have the NMI routine take care of screen updates and split screen and exit and return to the selected engine with the same basic structure. I'm actually working on this right now. This may be a bit much for the OP (not really that complex) but I use somethi...
by Movax12
Fri Aug 10, 2012 9:53 am
Forum: Homebrew Projects
Topic: Pong tutorial failure
Replies: 17
Views: 6947

Re: Pong tutorial failure

When learning binary most people learn the weight of the bits in decimal: 01010101 128, 64, 32, 16, 8, 4, 2, 1 0 1 0 1 0 1 0 1 = 64 + 16 + 4 + 1 = 85 With a signed byte you can think of the 7th bit (on the left end) as a value of -128 11010101 128, 64, 32, 16, 8, 4, 2, 1 1 1 0 1 0 1 0 1 = -128 + 64 ...
by Movax12
Fri Aug 10, 2012 8:38 am
Forum: General Stuff
Topic: The Great Console Rip-off
Replies: 59
Views: 11529

Re: The Great Console Rip-off

I still play UT99.. not nearly as much - and those that remain are hardcore - but I still play sometimes.
by Movax12
Thu Aug 09, 2012 4:42 pm
Forum: SNESdev
Topic: New game - Classic Kong
Replies: 19
Views: 5789

Re: New game - Classic Kong

This is really nice. From the video it looks very true to the original. This is still a fun game - I tired to see how far I could get after watching "King of Kong" - I think I was able to break 100K points once or twice (after a lot of practice). Any plans to implement the new arcade level...
by Movax12
Thu Aug 09, 2012 8:27 am
Forum: NESdev
Topic: 6502 ASM trick
Replies: 100
Views: 50394

Re: 6502 ASM trick

Oh yeah that's much better. Thanks :)

Added one last revision to that post. It could be improved more, but the idea is there anyway.
by Movax12
Thu Aug 09, 2012 7:41 am
Forum: NESdev
Topic: 6502 ASM trick
Replies: 100
Views: 50394

Re: 6502 ASM trick

Thanks for the feedback. I did know about .local in a macro, fixed. I think I fixed the return address problem in a slightly hacky way, but I am happy with it.
by Movax12
Wed Aug 08, 2012 11:31 pm
Forum: NESdev
Topic: 6502 ASM trick
Replies: 100
Views: 50394

Re: 6502 ASM trick

Specific to ca65, but maybe workable in other assemblers: Call any compatible subroutine and pass stack parameters and no messing around with return address: .macro call function, param1, param2, param3, param4, param5, param6 lda #>@return pha lda #<@return-1 pha .ifnblank param6 lda param6 pha .en...
by Movax12
Mon Aug 06, 2012 10:29 pm
Forum: Homebrew Projects
Topic: Pong tutorial failure
Replies: 17
Views: 6947

Re: Pong tutorial failure

I'm not sure if bunnyboy didn't want to teach signed numbers for a reason, but you would be a lot better of using signed values for moving the ball. You could reduce the size and complexity of the code that changes the ball's position: MoveBall: ;this routine simply moves that ball lda balldirection...
by Movax12
Mon Aug 06, 2012 9:32 am
Forum: NESdev
Topic: ca65 templates
Replies: 17
Views: 6676

Re: ca65 templates

Probably not exactly what you are looking for, but perhaps some information that might be helpful: You should try using 'make' and the makefile linked here: http://forums.nesdev.com/viewtopic.php?t=7691 It might take a bit of tweaking depending where you put stuff, but it does track all dependencies...
by Movax12
Sun Aug 05, 2012 10:12 am
Forum: NESdev
Topic: Calculate nametable address
Replies: 5
Views: 2200

Re: Calculate nametable address

Thank you for your interesting posts. ...as X only occupies the lowest 5 bits of nametableAddrLo. Therefore, you can save 2 cycles by replacing.... Good point, I assumed I still had overlapping bits, but yes, I do have 5 bit shifts left and 0..31 will fit in 5 bits. Maybe someone can post a lookup t...
by Movax12
Sun Aug 05, 2012 7:51 am
Forum: NESdev
Topic: Calculate nametable address
Replies: 5
Views: 2200

Calculate nametable address

This is mostly for fun/sharing. I have come up with this method of calculating the nametable address, curious as to other's methods or any criticism: nametableaddress = y * 32 + x + $2000 Observation: Shift y value left one bit (x2) and the value in the high nibble should be added to the high(ppu ad...
by Movax12
Wed Jul 25, 2012 9:31 am
Forum: NESdev
Topic: Duff's Device.
Replies: 12
Views: 3692

I see, thanks.
by Movax12
Tue Jul 24, 2012 9:18 pm
Forum: NESdev
Topic: Duff's Device.
Replies: 12
Views: 3692

Is it specific to C? I can be pedantic too, so I don't want to be wrong. I assumed it was just the idea of jumping into the middle of an unrolled loop to make up the remainder of transfers. (Reading Wikipedia..) Wikipedia does say that it was a technique used in assembly and Duff simply implemented ...
by Movax12
Tue Jul 24, 2012 10:39 am
Forum: NESdev
Topic: Duff's Device.
Replies: 12
Views: 3692

I kind of like this: .segment "RODATA" duff_copy_ram_code: tsx stx $E; save stack ldx $F; load fake stack txs ldx 2 clv duff_branch_value: bvc jump_in copy: pla sta PPU_DATA pla sta PPU_DATA pla sta PPU_DATA pla sta PPU_DATA pla sta PPU_DATA pla sta PPU_DATA pla sta PPU_DATA pla sta PPU_DA...
by Movax12
Tue Jul 24, 2012 8:47 am
Forum: NESdev
Topic: Duff's Device.
Replies: 12
Views: 3692

..you should probably add a loop arround the long pla/sta chain. For example if the chain transfer 16 ($10) bytes and that you want to transfer $25 bytes, you just execute the last 5 iterations of the chain, then you do the entire loop 2 times. It does do that. I had read that battletoads (I think ...