Search found 186 matches
- Sun Oct 11, 2015 1:18 pm
- Forum: Homebrew Projects
- Topic: 6502 Disassembler on an NES ROM
- Replies: 2
- Views: 3007
6502 Disassembler on an NES ROM
I'm sure this has been done before, but I wanted to share it anyway. This a simple little project I've been working on that will eventually allow for any 4 kilobyte file to be interpreted as raw 6502 assembly code and disassembled accordingly. However, all it can do right now is disassemble 28 bytes...
- Wed Oct 07, 2015 12:08 pm
- Forum: General Stuff
- Topic: Looking for certain Atari 2600 games
- Replies: 34
- Views: 8098
Re: Looking for certain Atari 2600 games
BTW, the Dreamcast, PlayStation 2, Xbox and Gamecube are not 128-bit, the PlayStation 3, Xbox 360 and Wii are not 256-bit, and the PlayStation 4, Xbox One and Wii U are not 512-bit. This bit counting system was a silly thing invented during the 16-bit era to show everyone how superior the new conso...
- Mon Oct 05, 2015 7:36 pm
- Forum: Newbie Help Center
- Topic: Random Stupid Questions I Think Of
- Replies: 20
- Views: 8396
Random Stupid Questions I Think Of
I want to use this thread to basically ask any stupid short question I think of that doesn't deserve its own thread, and that I can't find a simple answer to elsewhere. I have a couple of questions right off the bat, and I'll ask more in different posts if/when I think of any. 1. Does $2002 have to ...
- Mon Oct 05, 2015 7:01 pm
- Forum: Newbie Help Center
- Topic: Need some direction with multiple backgrounds
- Replies: 25
- Views: 6271
Re: Need some direction with multiple backgrounds
So MOS didn't come up with the instruction mnemonics?rainwarrior wrote:There's no "standard" syntax. That particular article on 6502.org just adheres to this particular convention.
- Mon Oct 05, 2015 6:54 pm
- Forum: Newbie Help Center
- Topic: Need some direction with multiple backgrounds
- Replies: 25
- Views: 6271
Re: Need some direction with multiple backgrounds
NESASM3 requires you to put A, but I believe ASM6 will throw an error if you do this.tokumaru wrote:For some assemblers, A is implied if you write ASL with no operand, but others (NESASM?) will require you to write ASL A.
However, 6502.org says
Code: Select all
lsr a
Code: Select all
asl a
- Mon Sep 28, 2015 5:45 pm
- Forum: Newbie Help Center
- Topic: Trying to structure my code for PRG bank switching
- Replies: 66
- Views: 16041
Re: Trying to structure my code for PRG bank switching
If by (right now it still seems like an off) chance I run out of room in my fixed $C000 bank, what other mappers would you guys recommend? How does something like FME-7 compare to something like MMC3?
- Sun Sep 27, 2015 8:47 pm
- Forum: NESdev
- Topic: Stack-based VRAM update system
- Replies: 25
- Views: 7846
Re: Stack-based VRAM update system
Thank you so much for this, tokumaru. I had originally planned on trying to read 2 bytes of the stack for the $2006 updates, reading another byte for how many bytes to copy, putting that in X, and then using a loop to copy X amount of bytes, and I was gonna try to do this with both palettes, 25 tile...
- Thu Sep 24, 2015 3:17 pm
- Forum: General Stuff
- Topic: so few programming the NES?
- Replies: 32
- Views: 5528
Re: so few programming the NES?
I think the NES is at the perfect spot where, sure it's hard, but a lot more "possible" than something like the SNES. The atari just seems too limited for my taste, and while I think it's cool that you're a lot more involved with the TIA than you are with the PPU (from what I've read at le...
- Wed Sep 23, 2015 7:08 pm
- Forum: Newbie Help Center
- Topic: Movement of the player a few tiles
- Replies: 3
- Views: 2246
Re: Movement of the player a few tiles
You do this by first updating the X and Y positions of the "Dominant" sprite like what you've been doing (In your controller reading code). I usually make the dominant sprite the most upper-left one. Then you jump to a subroutine to update what's called the "meta sprite". If you ...
- Tue Sep 22, 2015 1:01 pm
- Forum: NESdev
- Topic: How to go about implementing background collision
- Replies: 21
- Views: 5709
Re: How to go about implementing background collision
Alright, it looks like turning the process of finding the player's position relative to the collision data into a subroutine and calling it for each button was all I needed to do. It seems to be working correctly now. On a side note, I was disallowing diagonal movement of the player on purpose, (in ...
- Mon Sep 21, 2015 1:17 pm
- Forum: NESdev
- Topic: How to go about implementing background collision
- Replies: 21
- Views: 5709
Re: How to go about implementing background collision
After tinkering with it some more, I seem to have solved my one problem, but have now run into yet another one. When my player collides with a wall, it can only move in the direction opposite of where it was moving. (i.e if you collide with a wall while moving right, you can't keep moving right, but...
- Sun Sep 20, 2015 8:34 pm
- Forum: General Stuff
- Topic: First console with FPU
- Replies: 18
- Views: 7827
Re: First console with FPU
When did CPUs start being able to handle multiplication of and division by numbers other than powers of 2? Is it still super slow compared to addition and subtraction?
- Sun Sep 20, 2015 8:10 pm
- Forum: NESdev
- Topic: How to go about implementing background collision
- Replies: 21
- Views: 5709
Re: How to go about implementing background collision
So I got it to work...kind of. I've run into the problem that I'm sure many before me have experienced. The collision only works if the object is perfectly aligned to the grid. So if it's halfway between a solid section and an empty section, it'll go through. My current code is as follows: @ReadUp: ...
- Sun Sep 20, 2015 11:20 am
- Forum: NESdev
- Topic: How to go about implementing background collision
- Replies: 21
- Views: 5709
How to go about implementing background collision
So I've been looking into this for a couple days now, and after some trial and error I think I've got the basic idea down. I could probably make the data part of this smaller, and probably should, but for now I just have 1 table of 208 bytes of collision data for 1 test screen. My status bar takes u...
- Sat Sep 19, 2015 9:02 pm
- Forum: General Stuff
- Topic: Dracula = "The Count" in "Castlevania"
- Replies: 65
- Views: 12708
Re: Dracula = "The Count" in "Castlevania"
Why is doing DPCM so friggin convoluted?