Search found 116 matches

by sonder
Sun Aug 25, 2013 9:41 am
Forum: NES Hardware and Flash Equipment
Topic: Which discrete mapper has both CHR and PRG RAM?
Replies: 40
Views: 10264

Re: Which discrete mapper has both CHR and PRG RAM?

tepples wrote:Have you tried clearing the identical values in your NES code and then looking at the resulting .sav in a hex editor?
i'm looking at the memory in FCEUX. whenever i pause emulation all the values change in tandem. i'm not using PRGRAM at all in the game yet.
by sonder
Sun Aug 25, 2013 9:27 am
Forum: NES Hardware and Flash Equipment
Topic: Which discrete mapper has both CHR and PRG RAM?
Replies: 40
Views: 10264

Re: Which discrete mapper has both CHR and PRG RAM?

Nestopia does not understand iNES byte 10. Because one of the last 6 bytes were set, it clears all of bytes 7-15, so the part where you're getting PRG-RAM is intrinsic. Really, use NES 2.0 . thanks, doing that solved it. NES_MAPPER=2 ; UNROM .db $4e,$45,$53,$1a ; NES,eof ;4 .db 8 ;NES_PRG_BANKS - 1...
by sonder
Sun Aug 25, 2013 8:25 am
Forum: NESdev
Topic: ASM6 symbol file output.
Replies: 29
Views: 7396

Re: ASM6 symbol file output.

Well, ok. It's works, thank you. Symbols files for labels and ram created. The only thing not working is equ's (like objects_X_low equ $300). Ah, yeah. Nice catch. I meant to add those, should be fairly easy. Will post an update. Here. Note that I made it ignore all equates and values that are 1 ch...
by sonder
Sun Aug 25, 2013 8:08 am
Forum: NESdev
Topic: ASM6 symbol file output.
Replies: 29
Views: 7396

Re: ASM6 symbol file output.

Ti_ wrote:Well, ok. It's works, thank you.

Symbols files for labels and ram created. The only thing not working is equ's (like objects_X_low equ $300).
Ah, yeah. Nice catch. I meant to add those, should be fairly easy. Will post an update.
by sonder
Sun Aug 25, 2013 1:41 am
Forum: NESdev
Topic: ASM6 symbol file output.
Replies: 29
Views: 7396

Re: ASM6 symbol file output.

Here's the modded version + source. There's no commandline option, it just always outputs the nl files. I'll let someone else take care of that. It's 64 bit? Can you make win32? Grab Tiny C compiler and compile it, the source is included. I'm sure people would appreciate it if you posted a 32bit ve...
by sonder
Sun Aug 25, 2013 12:39 am
Forum: NESdev
Topic: ASM6 symbol file output.
Replies: 29
Views: 7396

Re: ASM6 symbol file output.

OK. I cleaned up the source's formatting (Loopy apparently hated whitespace) and got it compiling and assembling my project. Now to add the symbol file output. Can anyone help me with the format? I tried looking at an output file from a cc65 project thinking I could figure it out... and I can't. I ...
by sonder
Fri Aug 23, 2013 3:27 pm
Forum: NESdev
Topic: ASM6 symbol file output.
Replies: 29
Views: 7396

Re: ASM6 symbol file output.

Dwedit wrote:Don't forget that ASM6 can already make listing files, which are useful in their own way.
yeah that's what i've been relying on to do my debugging. manually tabbing back and forth and noting addresses. it's not much fun. :P
by sonder
Fri Aug 23, 2013 2:41 pm
Forum: Homebrew Projects
Topic: Famicom homebrew: Kira Kira Star Night
Replies: 39
Views: 24405

Re: Famicom homebrew: Kira Kira Star Night

Don't forget the risk involved; it's an investment with an uncertain payoff. Yeah, but, regarding risk as to whether or not the game is good enough, personally, I'm not worried about that. And as to whether or not there will be demand ... I'm not worried about that either. In today's return-to-root...
by sonder
Fri Aug 23, 2013 2:32 pm
Forum: NESdev
Topic: Eighth - a Forth for NES dev (formerly Bytecode Interpreter)
Replies: 31
Views: 11523

Re: Eighth - a Forth for NES dev (formerly Bytecode Interpre

but then it would require Nintendulator - I don't think that's unfair though. It'd be fair enough if Wine were improved to run Nintendulator. Last time I checked, Nintendulator required Genuine Windows. FCEUX, on the other hand, works on GNU/Linux in either Wine or SDL. If FCEUX added Lua scripting...
by sonder
Fri Aug 23, 2013 2:20 pm
Forum: Homebrew Projects
Topic: Famicom homebrew: Kira Kira Star Night
Replies: 39
Views: 24405

Re: Famicom homebrew: Kira Kira Star Night

100 quantity is more than enough to make PCB's and Labels DIRT cheap. I'm talking $2 each for NROM Boards, and then $2 per label...vinyl....die cut. Oh man. That sounds so encouraging. Because 100 was going to be my initial production run. If I sold that many in a certain period of time I'd call th...
by sonder
Fri Aug 23, 2013 1:55 pm
Forum: Homebrew Projects
Topic: Famicom homebrew: Kira Kira Star Night
Replies: 39
Views: 24405

Re: Famicom homebrew: Kira Kira Star Night

That's something that always bugged me. If you really wanted to make a bunch of brand new PCBs, insert them in brand new cases, print a professional quality looking box and manual and cartridge sticker, handle the distribution costs, and do a decent (50%) margin on the retail price with low quantit...
by sonder
Fri Aug 23, 2013 1:30 pm
Forum: NESdev
Topic: Eighth - a Forth for NES dev (formerly Bytecode Interpreter)
Replies: 31
Views: 11523

Re: Eighth - a Forth for NES dev (formerly Bytecode Interpre

edit: alternatively I was thinking to look into Nintendulator's Lua scripting and implement a dialog to interact with a ROM's compiled Eighth code and asm words using the symbol file. then you could debug asm words without having to rewrite them in Eighth or Forth so they can work in the simulator....
by sonder
Fri Aug 23, 2013 12:09 pm
Forum: Homebrew Projects
Topic: Famicom homebrew: Kira Kira Star Night
Replies: 39
Views: 24405

Re: Famicom homebrew: Kira Kira Star Night

OneCrudeDude wrote:Might have something to do with the fact that there's 54 people involved at least, all apparently musicians.
The CD version only costs $30.
by sonder
Fri Aug 23, 2013 9:17 am
Forum: NESdev
Topic: Eighth - a Forth for NES dev (formerly Bytecode Interpreter)
Replies: 31
Views: 11523

Re: Eighth - a Forth for NES dev (formerly Bytecode Interpre

Got a large amount of code compiling - and achieved buggy-ass collision detection. Speed is... OK. I was converting some old Forth code, caught a lot of bugs in the compiler actually. You really have to be conscious of how efficient your code is. And of course there are no divides, multiplies, or mo...
by sonder
Fri Aug 23, 2013 8:59 am
Forum: NESdev
Topic: ASM6 symbol file output.
Replies: 29
Views: 7396

Re: ASM6 symbol file output.

OK. I cleaned up the source's formatting (Loopy apparently hated whitespace) and got it compiling and assembling my project.

Now to add the symbol file output. Can anyone help me with the format? I tried looking at an output file from a cc65 project thinking I could figure it out... and I can't.