Search found 528 matches
- Wed Jun 27, 2012 1:40 pm
- Forum: NESdev
- Topic: Error checking
- Replies: 13
- Views: 3420
- Wed Jun 27, 2012 10:52 am
- Forum: NESdev
- Topic: Error checking
- Replies: 13
- Views: 3420
- Wed Jun 27, 2012 9:14 am
- Forum: NESdev
- Topic: Error checking
- Replies: 13
- Views: 3420
Good points. I have seen the halt trick before somewhere, I guess it is not too hard to trace that. If you are always going to have characters in CHR this could work, and even though it is extra coding, sometimes I find stepping code and checking regs a chore. I think (assuming you have a valid char...
- Wed Jun 27, 2012 8:57 am
- Forum: NESdev
- Topic: Error checking
- Replies: 13
- Views: 3420
Error checking
I've been contemplating a lot of things, getting ready to do more serious stuff for the NES, (lower level 'driver' kind of things) and I was wondering if anyone codes runtime error messages into their games. Something like: ( ...some code..) #ifdef _DEBUG_ cpx #MAX_VALUE bcc continue pha lda #ERROR_...
- Thu Jun 21, 2012 10:08 am
- Forum: NES Graphics
- Topic: Tiles pixels 2x, 4x (or more) - HD remaking of NES games
- Replies: 62
- Views: 24322
- Thu Jun 21, 2012 12:28 am
- Forum: NES Graphics
- Topic: Tiles pixels 2x, 4x (or more) - HD remaking of NES games
- Replies: 62
- Views: 24322
- Wed Jun 20, 2012 6:18 pm
- Forum: NES Graphics
- Topic: Tiles pixels 2x, 4x (or more) - HD remaking of NES games
- Replies: 62
- Views: 24322
Couldn't this be done with Lua scripting? It would seem to be the most flexible way, but I'm not sure if any emulators with Lua support creating higher res graphics than the nes resolution.
http://www.youtube.com/watch?v=IvDXZmS2MAU
http://www.youtube.com/watch?v=IvDXZmS2MAU
- Tue Jun 19, 2012 10:12 pm
- Forum: General Stuff
- Topic: One of my biggest gaming accomplishments
- Replies: 24
- Views: 6873
- Sun Jun 17, 2012 10:41 pm
- Forum: NES Graphics
- Topic: New sprite conversion tool: Tilificator
- Replies: 63
- Views: 32113
- Fri Jun 08, 2012 9:47 am
- Forum: NESdev
- Topic: Famicom Super Mario Bros / Tennis cart swap trick
- Replies: 24
- Views: 13371
- Fri Jun 08, 2012 8:23 am
- Forum: NESdev
- Topic: Famicom Super Mario Bros / Tennis cart swap trick
- Replies: 24
- Views: 13371
- Sun Jun 03, 2012 11:00 am
- Forum: Newbie Help Center
- Topic: The BRK bug
- Replies: 7
- Views: 3062
This guy seems to know what he is talking about regarding 6502 BRK vs interrupt. http://www.youtube.com/watch?v=HW9AWBFH1sA
Sorry, I don't remember where in the talk he addresses it, but the whole thing is pretty interesting anyway.
Edit: Better link: http://www.youtube.com/watch?v=K5miMbqYB4E
Sorry, I don't remember where in the talk he addresses it, but the whole thing is pretty interesting anyway.
Edit: Better link: http://www.youtube.com/watch?v=K5miMbqYB4E
- Wed May 30, 2012 9:41 pm
- Forum: Newbie Help Center
- Topic: Nintendo Jump tables
- Replies: 17
- Views: 6436
- Wed May 30, 2012 5:03 am
- Forum: Newbie Help Center
- Topic: Nintendo Jump tables
- Replies: 17
- Views: 6436
- Tue May 29, 2012 10:26 pm
- Forum: Newbie Help Center
- Topic: Nintendo Jump tables
- Replies: 17
- Views: 6436
Nintendo Jump tables
This is from SMB and is pretty smart: OperModeExecutionTree: lda OperMode ;this is the heart of the entire program, jsr JumpEngine ;most of what goes on starts here .dw TitleScreenMode ; <-- * .dw GameMode .dw VictoryMode .dw GameOverMode ;.... ;later somewhere else in ROM: ;$04 - address low to jum...