Search found 35 matches

by furrykef
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. ;)
by furrykef
Thu Dec 15, 2016 5:01 pm
Forum: NESdev
Topic: still worth it ?
Replies: 31
Views: 14999

Re: still worth it ?

tepples wrote:Steam and modern-console stores don't accept copylefted software
You realize Steam distributes Blender, right? They accept copylefted software just fine.
by furrykef
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...
by furrykef
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 ...
by furrykef
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...
by furrykef
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.
by furrykef
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...
by furrykef
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...
by furrykef
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 ...
by furrykef
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.
by furrykef
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...
by furrykef
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,$00,$...
by furrykef
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.
by furrykef
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...
by furrykef
Fri Nov 13, 2015 6:18 am
Forum: NESdev
Topic: Arrays in ASM question
Replies: 5
Views: 2841

Re: Arrays in ASM question

sempressimo wrote:I thought is was the same, but I am having some bug related to this.
What's your bug, exactly?