Search found 35 matches
- Wed Mar 15, 2017 5:22 pm
- Forum: NESdev
- Topic: What was the first NES assembler?
- Replies: 25
- Views: 8993
Re: What was the first NES assembler?
And it showed. 
- Thu Dec 15, 2016 5:01 pm
- Forum: NESdev
- Topic: still worth it ?
- Replies: 31
- Views: 14999
Re: still worth it ?
You realize Steam distributes Blender, right? They accept copylefted software just fine.tepples wrote:Steam and modern-console stores don't accept copylefted software
- Mon Dec 12, 2016 5:15 pm
- Forum: SNESdev
- Topic: An obvious way to improve FMV: changing colors per scanline
- Replies: 7
- Views: 3874
Re: An obvious way to improve FMV: changing colors per scanl
You could change up to 15 colours per scanline with HDMA How? I've looked into this before and I only found a way to change up to 8. I couldn't find a way to transfer four bytes to CGDATA per channel with HDMA. I did write a demo that displays 16 colors per scanline using a carefully timed hblank i...
- Sun Sep 04, 2016 3:13 am
- Forum: NESdev
- Topic: How and where to backup
- Replies: 24
- Views: 8218
Re: How and where to backup
No, I'm not confusing it with RCS or CVS. I've used SVN myself; in fact, I was responsible for getting a game company I worked for to use it. (Prior to then, they were using no version control at all!) But git seamlessly handles things that are a pain in the butt in SVN. I don't know, maybe SVN has ...
- Sat Sep 03, 2016 11:40 pm
- Forum: NESdev
- Topic: How and where to backup
- Replies: 24
- Views: 8218
Re: How and where to backup
I feel SVN in any form is dated and should not be used for new projects. I mostly use GitHub for Windows with a little bit of TortoiseGit. I use github.com for projects that I don't mind being public, and bitbucket.org for projects that I don't want to be public yet. I should add that git is very us...
- Sun Aug 28, 2016 9:07 pm
- Forum: NESdev
- Topic: ca65 page crossing assert macro
- Replies: 9
- Views: 4199
Re: ca65 page crossing assert macro
Just tested it myself; I believe it is correct.
6502.org says "A page boundary crossing occurs when the branch destination is on a different page than the instruction AFTER the branch instruction", which is exactly what this macro detects.
6502.org says "A page boundary crossing occurs when the branch destination is on a different page than the instruction AFTER the branch instruction", which is exactly what this macro detects.
- Sat Aug 27, 2016 2:51 pm
- Forum: NESdev
- Topic: "APU basics": register initialization question
- Replies: 28
- Views: 9873
Re: "APU basics": register initialization question
I did think of a reason to write to the regs in ascending order instead of descending: I forgot that the registers $4003, $4007, etc. can act as triggers, so you might not want to write to them until after writing to the other registers for that channel. Dunno if that affects how this particular cod...
- Sat Aug 27, 2016 2:08 pm
- Forum: NESdev
- Topic: Managing complexity by delegating minigames
- Replies: 70
- Views: 18282
Re: Managing complexity by delegating minigames
Going back to the original post... I feel this "modular" approach to game design and implementation often leads to a game that feels like different games bolted together. That's generally not a good thing, if you ask me. I think games should feel like a sort of unified whole as much as pos...
- Mon Aug 22, 2016 4:28 pm
- Forum: NESdev
- Topic: "APU basics": register initialization question
- Replies: 28
- Views: 9873
Re: "APU basics": register initialization question
I'd missed this post earlier: I bet this is why the comments about the purpose of the initialization values were removed, and also why it doesn't care about triggering a most likely harmless OAM DMA. This is a dangerous attitude to have. For one thing, if you're going to put up a message saying not ...
- Sun Aug 21, 2016 9:34 pm
- Forum: NESdev
- Topic: "APU basics": register initialization question
- Replies: 28
- Views: 9873
Re: "APU basics": register initialization question
I dunno. I think a coder who is ready to really get into the nitty gritty like that should already be capable of working out what the code does as it is.
- Sun Aug 21, 2016 10:38 am
- Forum: NESdev
- Topic: "APU basics": register initialization question
- Replies: 28
- Views: 9873
Re: "APU basics": register initialization question
Yikes. I forgot $4014 is where the OAMDMA register is, just like the programmers before me. I'll bet that write to $4015 was because some earlier version of the code skipped over $4014, then someone didn't realize (or forgot) this needed to be done and added $4015 and $4017 to the table. OK, I fixed...
- Sun Aug 21, 2016 9:49 am
- Forum: NESdev
- Topic: "APU basics": register initialization question
- Replies: 28
- Views: 9873
"APU basics": register initialization question
The code at http://wiki.nesdev.com/w/index.php/APU_basics#Register_initialization had this: init_apu: lda #$0F sta $4015 ldy #0 @loop: lda @regs,y sta $4000,y iny cpy #$18 bne @loop rts @regs: .byte $30,$08,$00,$00 .byte $30,$08,$00,$00 .byte $80,$00,$00,$00 .byte $30,$00,$00,$00 .byte $00,$00,$00,$...
- Tue Feb 23, 2016 7:29 am
- Forum: General Stuff
- Topic: Template Creator for Windows available!
- Replies: 32
- Views: 9026
Re: Template Creator for Windows available!
Perhaps it would be clearer if you gave an example of use, instead of assuming we know what you mean.
- Tue Feb 16, 2016 2:05 pm
- Forum: NESdev
- Topic: Questions about the Slowdown Effect
- Replies: 10
- Views: 3848
Re: Questions about the Slowdown Effect
Games for old consoles generally use the vertical blank (vblank) as a timer. The game executes a frame's worth of game logic and prepares the frame for rendering, then waits for vblank. This wait keeps the game in sync with the TV's rendering and also ensures that the game always runs at a consisten...
- Fri Nov 13, 2015 6:18 am
- Forum: NESdev
- Topic: Arrays in ASM question
- Replies: 5
- Views: 2841
Re: Arrays in ASM question
What's your bug, exactly?sempressimo wrote:I thought is was the same, but I am having some bug related to this.