Search found 375 matches

by nicklausw
Thu May 28, 2015 2:15 pm
Forum: Homebrew Projects
Topic: A Few Hello World 'Tests'
Replies: 36
Views: 14724

Re: A Few Hello World 'Tests'

Assembler-wise, I think I'll stick with asm6. ca65 and wla-dx are tied for a second, and nesasm takes the spot for last. With nesasm, it's nice that someone made a better version on their own, but I'm not into the idea of having to say "make sure you use the version from THIS PERSON, not the ST...
by nicklausw
Thu May 28, 2015 1:53 pm
Forum: Homebrew Projects
Topic: A Few Hello World 'Tests'
Replies: 36
Views: 14724

Re: A Few Hello World 'Tests'

koitsu wrote:Throwing in my two cents: charmap in ca65 is stupid and badly-implemented. Compare its ridiculousness to how x816 implemented it (see .ASCTABLE and .ASC).
That's exactly how WLA goes about it, something that I've always loved.
by nicklausw
Thu May 28, 2015 12:50 pm
Forum: Homebrew Projects
Topic: A Few Hello World 'Tests'
Replies: 36
Views: 14724

Re: A Few Hello World 'Tests'

Just one more thing about the startup code. I think what you've got probably works, but for good practice you should add one extra read of $2002 before your 2 vblank loops, or alternatively just do 3 vblank loops. The reasons are outlined here: http://forums.nesdev.com/viewtopic.php?f=2&t=3958 ...
by nicklausw
Thu May 28, 2015 10:51 am
Forum: Homebrew Projects
Topic: A Few Hello World 'Tests'
Replies: 36
Views: 14724

Re: A Few Hello World 'Tests'

Thanks Movax, I was able to set that up accordingly. The multi-line thing didn't work though... Anyway 0.3 is up (updates so fast I'm like Ville Helin XD). Fixed the NESASM example (forgot to remove the part enabling sprites,) added the charmap to the ca65 example and changed how the print screen fu...
by nicklausw
Thu May 28, 2015 10:33 am
Forum: Homebrew Projects
Topic: A Few Hello World 'Tests'
Replies: 36
Views: 14724

Re: A Few Hello World 'Tests'

What are the directives to remap characters though? The relevant control command is .charmap You can find all this stuff in the documentation: http://www.cc65.org/doc/ca65.html (You might look at the entry for .byte to see an example for using strings, too.) I tried to set A-Z to their specific cha...
by nicklausw
Thu May 28, 2015 9:59 am
Forum: Homebrew Projects
Topic: A Few Hello World 'Tests'
Replies: 36
Views: 14724

Re: A Few Hello World 'Tests'

Espozo wrote:
nicklausw wrote:Like I said, that can be fixed by adding a ".w" but it looks ugly and shouldn't be necessary.
Nobody told me that...
Wait, seriously? People around here don't seem to have ANY idea how to use WLA. Perhaps it needs some better examples?
by nicklausw
Thu May 28, 2015 9:52 am
Forum: Homebrew Projects
Topic: A Few Hello World 'Tests'
Replies: 36
Views: 14724

Re: A Few Hello World 'Tests'

I just had a big fiasco where it decided to use 8 bit addressing instead of 16 bit and it screwed me over, so I vowed never to use it again. I thought I was going crazy because I kept looking over the code I made and the SNES kept crashing, but it wasn't actually my fault. Like I said, that can be ...
by nicklausw
Wed May 27, 2015 11:26 pm
Forum: Homebrew Projects
Topic: A Few Hello World 'Tests'
Replies: 36
Views: 14724

A Few Hello World 'Tests'

So recently I got bored with the good ol' Sega 8 bit systems, and decided to try out the NES. When first walking in, there was an unfortunately debatable topic: which assembler to use. So I not only created a hello world for one assembler, I made one for them all. By 'all' I mean asm6, ca65, nesasm ...
by nicklausw
Wed May 27, 2015 8:13 pm
Forum: General Stuff
Topic: The Amazing NES: 8 million floating point operations per sec
Replies: 30
Views: 7110

Re: The Amazing NES: 8 million floating point operations per

Wait, are they trying to compare processor power by speed and RAM? Uh. Sounds like a terrible idea. Like, from what I've seen, the Z80 is good with 16-bit calculation because its 8-bit registers can be combined to create 16 bits. The 6502 doesn't seem to have this capability, yet can probably do the...
by nicklausw
Fri May 22, 2015 11:30 am
Forum: Other Retro Dev
Topic: I Made a Sudoku Thing
Replies: 48
Views: 23944

Re: I Made a Sudoku Thing

...oh my god, it makes sense. I think.

So unlike WLA DX, .org doesn't go to a certain area in the source, it's just for address calculation? FINALLY I get it.
by nicklausw
Fri May 22, 2015 9:31 am
Forum: Other Retro Dev
Topic: I Made a Sudoku Thing
Replies: 48
Views: 23944

Re: I Made a Sudoku Thing

I'm not sure I understand the question, but ASM6 is completely unaware of NES mappers. It's your responsibility to arrange the banks and .org/.base the addresses correctly for the mapper you're using. Are you having some trouble with that? Cuz I mean, you say that the NES is mapped so that $c000 is...
by nicklausw
Thu May 21, 2015 5:46 pm
Forum: Other Retro Dev
Topic: I Made a Sudoku Thing
Replies: 48
Views: 23944

Re: I Made a Sudoku Thing

tokumaru wrote: That's because the NES maps the cartridge ROM at $8000-$FFFF (the upper half of the address space), so file offsets (what the hex editor shows you) don't match 1:1 with the CPU's address space.
Okay, one more question: in this case, does asm6 have a default base targeting the NES mapper?
by nicklausw
Fri May 15, 2015 7:17 pm
Forum: Other Retro Dev
Topic: I Made a Sudoku Thing
Replies: 48
Views: 23944

Re: I Made a Sudoku Thing

See, when I see ".org $c000", I expect to open up a hex editor and see the following data under $c000. It doesn't seem to work that way, though. That's because the NES maps the cartridge ROM at $8000-$FFFF (the upper half of the address space), so file offsets (what the hex editor shows y...
by nicklausw
Fri May 15, 2015 2:05 pm
Forum: Other Retro Dev
Topic: I Made a Sudoku Thing
Replies: 48
Views: 23944

Re: I Made a Sudoku Thing

(I might as well start a topic under NESDev called "nicklausw's stupid questions") Uh, this might make me sound like an idiot, but I honestly can't figure out how .orgs work in asm6. See, when I see ".org $c000", I expect to open up a hex editor and see the following data under $...
by nicklausw
Thu May 14, 2015 6:37 pm
Forum: Other Retro Dev
Topic: I Made a Sudoku Thing
Replies: 48
Views: 23944

Re: I Made a Sudoku Thing

Gotta say though, part of what was keeping me from the NES was the fact that I never could figure out what a CHR-ROM is. Now I know, but still, thought it was this random huge file you had to generate somehow. (Well, it's not on the SNES... CHR rom is tremendously more useful though. It's actually ...