Search found 46 matches

by sempressimo
Wed Nov 25, 2015 7:13 am
Forum: NESdev
Topic: Help with a bug..
Replies: 21
Views: 5520

Re: Help with a bug..

Dwedit wrote:Works alright on my PC, with the same(?) version of FCEUX. What's your build date?
Image

Image
by sempressimo
Wed Nov 25, 2015 6:33 am
Forum: NESdev
Topic: Help with a bug..
Replies: 21
Views: 5520

Re: Help with a bug..

Not sure if sempressimo meant crashing in the emulator, or actually crashing the emulator program itself. If the latter happened, this is a bug in the emulator and should be reported (would you mind sending me the ROM if this is the case?). Yes, I meant crashing the emulator itself, it is crashing ...
by sempressimo
Tue Nov 24, 2015 3:12 pm
Forum: NESdev
Topic: Help with a bug..
Replies: 21
Views: 5520

Re: Help with a bug..

This is why you need to go step by step in a debugger (like FCEUX) to see why it's not doing what you expect. By the way, you don't need to CMP #0. If bullet_index is zero, LDA bullet_index will set the zero flag...beq will branch if zero flag is set, therefore it will branch correctly without the ...
by sempressimo
Tue Nov 24, 2015 10:52 am
Forum: NESdev
Topic: Help with a bug..
Replies: 21
Views: 5520

Re: Help with a bug..

You will have to run it through a debugger. Set a breakpoint for writes to $258 or possibly whatever "bullet_index" is and step through it to see if it loads the values the way you expect. Are you sure you are assigning a non-empty tile to the bullet? I pinpoint the error to the bullet_in...
by sempressimo
Fri Nov 20, 2015 3:22 pm
Forum: NESdev
Topic: Help with a bug..
Replies: 21
Views: 5520

Re: Help with a bug..

; Relevant constants:

SPRITE_RAM_BULLETS = $0258
ALL_MAX_BULLETS = $08
by sempressimo
Fri Nov 20, 2015 8:34 am
Forum: NESdev
Topic: Help with a bug..
Replies: 21
Views: 5520

Re: Help with a bug..

I don't see anything wrong with this piece of code. How exactly are the bullets misbehaving? How are you creating and destroying the bullets? Are you initializing bullet_speed properly before firing any bullets? Thank for your help guys on making sure the loop is proper ASM, I am still not confiden...
by sempressimo
Fri Nov 20, 2015 8:25 am
Forum: NESdev
Topic: Help with a bug..
Replies: 21
Views: 5520

Re: Help with a bug..

I would have expected adc #BULLET_SPEED or adc bullet_speed, X , but I obviously know nothing about the context. As a side note, you can do increments and comparisons directly on the X register. You don't really need to store and retrieve bullet_index in this example. INX ; INC bullet_index ; LDA b...
by sempressimo
Thu Nov 19, 2015 3:32 pm
Forum: NESdev
Topic: Help with a bug..
Replies: 21
Views: 5520

Help with a bug..

Mostly I want someone just to see if I have an obvious ASM error in this loop.. :( When I add one to bullet(x) it comes out with some other value not being 80 or 81 which is the expected.. UpdateBullets: LDA #$00 STA bullet_index .next_bullet LDX bullet_index LDA bullet_y, x CMP #INACTIVE BEQ .skip_...
by sempressimo
Mon Nov 16, 2015 1:28 pm
Forum: NESdev
Topic: View variable(s) value while game is running
Replies: 2
Views: 1750

View variable(s) value while game is running

What tool could I use to view variable(s) value while game is running?

Debugging is starting to get hard..
by sempressimo
Sun Nov 15, 2015 7:21 am
Forum: NESdev
Topic: Arrays in ASM question
Replies: 5
Views: 2841

Re: Arrays in ASM question

I thought is was the same, but I am having some bug related to this. What's your bug, exactly? Cant tell know as I opted to rewrite most of the affected logic anyhow. Before I was treating the player as one object, enemeies as its own object array but then decided to just have them all as one objec...
by sempressimo
Thu Nov 12, 2015 3:32 pm
Forum: NESdev
Topic: Arrays in ASM question
Replies: 5
Views: 2841

Arrays in ASM question

Lets say I have declared:

enemy_collided .rs 4

is it the same to refer to element zero as;

(a) STA enemy_collided

(b) STA enemy_collided, x (when x is 0)

I thought is was the same, but I am having some bug related to this.
by sempressimo
Wed Nov 11, 2015 11:18 am
Forum: NESdev
Topic: Value constants in NESASM3
Replies: 11
Views: 3816

Re: Value constants in NESASM3

Great got that working now, thanks all.
by sempressimo
Wed Nov 11, 2015 11:06 am
Forum: NESdev
Topic: Value constants in NESASM3
Replies: 11
Views: 3816

Re: Value constants in NESASM3

Got it thanks!

Anyhow I see you are saying using constants for values is not recommended even when using the proper syntax?
by sempressimo
Wed Nov 11, 2015 10:58 am
Forum: NESdev
Topic: Value constants in NESASM3
Replies: 11
Views: 3816

Value constants in NESASM3

I can create constants in NESASM3 with no issues when they are pointers:

SPRITE_RAM = $0200
SPRITE_RAM_ITEMS = $0210
SPRITE_RAM_ENEMIES = $0218

But values are failing like this:

DIR_LEFT = #$01

How can I do those?
by sempressimo
Tue Nov 10, 2015 3:49 pm
Forum: NESdev
Topic: Basic ASM question
Replies: 31
Views: 6347

Re: Basic ASM question

Given so many compilers, I wonder what compiler did professional studios used? And is it still available?