Search found 375 matches

by nicklausw
Sun May 08, 2016 8:00 pm
Forum: NESdev
Topic: asm6 + ines = asm6n
Replies: 20
Views: 6844

Re: asm6 + ines = asm6n

If the code only needs one pass, then the way asm6 works, either you'd have to do another pass for no reason to add the header bytes at the start of the file, or find a way to add bytes to the beginning of an existing file. Not possible, as far as I know (easily anyway).
by nicklausw
Sun May 08, 2016 6:19 pm
Forum: NESdev
Topic: asm6 + ines = asm6n
Replies: 20
Views: 6844

Re: asm6 + ines = asm6n

The -i command line option now makes use of INESINS not needed! (Still there, though, of course). So if you want to, you can just do: .inesprg 1 ; 1x 16KB bank of PRG code .ineschr 1 ; 1x 8KB bank of CHR data .inesmap 0 ; mapper 0 = NROM, no bank swapping .inesmir 1 ; background mirroring (ignore fo...
by nicklausw
Sun May 08, 2016 10:10 am
Forum: NESdev
Topic: asm6 + ines = asm6n
Replies: 20
Views: 6844

Re: asm6 + ines = asm6n

Yeah, I think asm6 should be clear of an intended platform.

At the same time, I'm interested in merging my changes with freem's; why choose between header directives and illegal opcodes with .nl support when you can have it all?
by nicklausw
Sun May 08, 2016 7:20 am
Forum: NESdev
Topic: asm6 + ines = asm6n
Replies: 20
Views: 6844

Re: asm6 + ines = asm6n

There's really no need for such directives when the assembler is flexible enough to generate the header with existing directives like .byte . Wrap it in a macro (like tepples did), and you get the same level of usability as well. While people clinging for dear life onto NESASM isn't a major problem...
by nicklausw
Sat May 07, 2016 6:56 pm
Forum: NESdev
Topic: asm6 + ines = asm6n
Replies: 20
Views: 6844

Re: asm6 + ines = asm6n

Glad to see I inspired some macro packs. Actually I forgot to add support for the upper nibble of the mapper number, so that's there now.

How is it suggested that iNES 2.0 be implemented in an assembler? I think Unofficial Magickit might handle this, so I'll take a look.
by nicklausw
Sat May 07, 2016 5:11 pm
Forum: NESdev
Topic: asm6 + ines = asm6n
Replies: 20
Views: 6844

asm6 + ines = asm6n

This has probably been done before (as I say with every project I do), but I added INES directives to asm6. https://github.com/nicklausw/asm6n The 'n' can be for nicklausw, nintendo, nes, whatever. I dunno. Anyway, here's an NROM example: .inesprg 1 ; 1x 16KB bank of PRG code .ineschr 1 ; 1x 8KB ban...
by nicklausw
Mon May 02, 2016 4:36 pm
Forum: 2016 NESdev Competition
Topic: Planning
Replies: 202
Views: 125706

Re: NesDev compo 2016

I'd like to get in on this action. Have set up a basic dev environment for the NES with UNROM (think I already said all this so this is just old news), now to get to making a game...welp.
by nicklausw
Sat Apr 30, 2016 3:49 pm
Forum: SNESdev
Topic: WLA DX - Still hate the .b/.w/.l requirement using labels
Replies: 8
Views: 3693

Re: WLA DX - Still hate the .b/.w/.l requirement using label

> The .smart mode in ca65 does exactly that. And it works very poorly. I've done the same thing before as I said. The more sophisticated you make it, the more surprising it is when it fails to work as you expect. And you don't find out until your game crashes on you. I've had xkas make my program c...
by nicklausw
Fri Apr 29, 2016 5:08 pm
Forum: 2016 NESdev Competition
Topic: Planning
Replies: 202
Views: 125706

Re: NesDev compo 2016

NESHomebrew wrote: Perhaps we should use compé?
Image
I'm afraid I'd confuse the compo with Strong Bad's shortest lived (well, not time-wise) computer.
by nicklausw
Thu Apr 28, 2016 6:04 pm
Forum: Homebrew Projects
Topic: Assets for the Nesdev Compo 2016
Replies: 27
Views: 20302

Re: Assets for the Nesdev Compo 2016

I know this isn't really an asset, but it's a suggestion, and I refuse to not post it because I've spent days figuring this out. Like, I had to use a debugger and stuff. text2data, which comes with famitone, has a function called output_close() in its source that looks like this: void output_close(v...
by nicklausw
Mon Apr 25, 2016 3:40 pm
Forum: 2016 NESdev Competition
Topic: Planning
Replies: 202
Views: 125706

Re: NesDev compo 2016

I have SO many projects that I want to work on (WLA, SNES stuff, this) but if I decide to get involved in this, then I'll probably use UNROM too; I've got it working with RLE graphics compression and famitone. Speaking of which, here's my RLE compressor and decompression routine for NES, if anyone w...
by nicklausw
Sun Apr 24, 2016 6:14 pm
Forum: SNESdev
Topic: WLA DX "bug" that wasn't a bug at all
Replies: 12
Views: 5193

Re: WLA DX "bug" that wasn't a bug at all

bazz wrote:

Code: Select all

LSR 11       ; $46 $0B
; if using .16BIT will become
LSR 11       ; $4E $0B $00
Think you might have figured this out, but that is not true. The assembler doesn't wait until linker stage if you give it an immediate value like that.
by nicklausw
Sun Apr 24, 2016 3:12 pm
Forum: SNESdev
Topic: WLA DX "bug" that wasn't a bug at all
Replies: 12
Views: 5193

Re: WLA DX "bug" that wasn't a bug at all

Yeah, it's being considered that the assembler defaults to 16-bit. Then there's the problem of having to know whether something should use zero page. Same with direct page (wla knows just as much about direct page as ca65).
by nicklausw
Sun Apr 24, 2016 12:31 pm
Forum: SNESdev
Topic: WLA DX "bug" that wasn't a bug at all
Replies: 12
Views: 5193

Re: WLA DX "bug" that wasn't a bug at all

Bregalad wrote:
bazz wrote: Unrelated, but I never found any evidence of SPC700 WLA-DX bugs, although I've heard rumors.
Well the very fact you have to work with "ROM sections" on a machine that runs only with RAM is S.T.U.P.I.D
Would dynamically sized banks/slots help?
by nicklausw
Sun Apr 24, 2016 11:08 am
Forum: General Stuff
Topic: Game ideas
Replies: 74
Views: 17341

Re: Game ideas

lidnariq wrote:So, exactly the opposite of bastet?
Yeah, something like that. A game that loves you, rather than intentionally infuriates you.