Search found 46 matches

by sempressimo
Tue Nov 10, 2015 3:09 pm
Forum: NESdev
Topic: Basic ASM question
Replies: 31
Views: 6347

Re: Basic ASM question

Understood!

What is more efficient; to have many RTS on the same subroutine, or just having 1 at the end and many JMP to a label just before that RTS?
by sempressimo
Tue Nov 10, 2015 12:14 pm
Forum: NESdev
Topic: Basic ASM question
Replies: 31
Views: 6347

Basic ASM question

I am using NESASM3 as compiler, is there any different between labels like:

CMP #$00
BNE LabelNoPeriod
...
...
LabelNoPeriod:

V.S.

CMP #$00
BNE .next
...
...
.next

just curious about it.
by sempressimo
Tue Nov 10, 2015 4:11 am
Forum: NESdev
Topic: Loading background from .word addresses pointers
Replies: 2
Views: 1647

Re: Loading background from .word addresses pointers

Thanks Rainwarrior, I just implemented this at it work great!
by sempressimo
Mon Nov 09, 2015 7:46 pm
Forum: NES Hardware and Flash Equipment
Topic: Empty NES shells and boards
Replies: 7
Views: 4815

Re: Empty NES shells and boards

That site is just what I was looking for, thanks!!
by sempressimo
Mon Nov 09, 2015 7:44 pm
Forum: NES Hardware and Flash Equipment
Topic: Empty NES shells and boards
Replies: 7
Views: 4815

Re: Empty NES shells and boards

I meant the gray shells for the games. And maybe empty boards to burn a new one.
by sempressimo
Mon Nov 09, 2015 3:29 pm
Forum: NESdev
Topic: Loading background from .word addresses pointers
Replies: 2
Views: 1647

Loading background from .word addresses pointers

I have a db(s) of my backgrounds (rooms) like this: rooms_db: .word Room0, Room1 where Room0 is simply like: Room0: .db $27,$27,$27,$27,$27,$27,$27,$27,$27,$27, etc. Room1: .db $27,$27,$27,$27,$27,$27,$27,$27,$27,$27, etc. I cannot make work my load background routine from those pointers in rooms_db...
by sempressimo
Mon Nov 09, 2015 10:25 am
Forum: NES Hardware and Flash Equipment
Topic: Empty NES shells and boards
Replies: 7
Views: 4815

Empty NES shells and boards

Is it possible to buy empty NES Shells and how about boards?
by sempressimo
Mon Nov 09, 2015 10:13 am
Forum: NESdev
Topic: Testing on real hardware
Replies: 3
Views: 1687

Re: Testing on real hardware

Thanks!
by sempressimo
Mon Nov 09, 2015 9:43 am
Forum: NESdev
Topic: Testing on real hardware
Replies: 3
Views: 1687

Testing on real hardware

What options do I have to test on real hardware? I have seen the PowerPaK and the EverDrive, just wondering what is recommended before I shell out the cash.
by sempressimo
Sun Nov 08, 2015 6:47 am
Forum: NESdev
Topic: Updating background tiles
Replies: 3
Views: 2289

Updating background tiles

What is the standard process to update just some of the background tiles? Say the score or remove a door, open a status panel etc.
by sempressimo
Fri Nov 06, 2015 11:16 am
Forum: NESdev
Topic: CC65/CA65: Basic Collision Testing
Replies: 12
Views: 4826

Re: CC65/CA65: Basic Collision Testing

Unrelated to the problem you're having but just thought I might point out: LSR A LSR A LSR A LSR A ; / 16 ASL A ASL A ASL A ASL A ; * 16 Is equivalent to: AND #$F0 (Except for failing to clear the carry flag, of course, but that's not relevant here.) Great tip rainwarrior!! I just implemented that,...
by sempressimo
Fri Nov 06, 2015 11:11 am
Forum: NESdev
Topic: CC65/CA65: Basic Collision Testing
Replies: 12
Views: 4826

Re: CC65/CA65: Basic Collision Testing

Made it work like this; by adding 1 to y before the formula, I was actually expecting to subtract 1 given that rendering thing works... ; To calc index in .db array do... ;(SpriteY ( + 1 ?) / 8) * 32 + (SpriteX / 8) ; NEW ATTEMPT LDA object_y CLC ADC #$01 ; Sprites are drawn one scan lower than the ...
by sempressimo
Fri Nov 06, 2015 11:04 am
Forum: NESdev
Topic: CC65/CA65: Basic Collision Testing
Replies: 12
Views: 4826

Re: CC65/CA65: Basic Collision Testing

Well that is new knowledge for me, I will account for that, thanks!
by sempressimo
Fri Nov 06, 2015 10:52 am
Forum: NESdev
Topic: CC65/CA65: Basic Collision Testing
Replies: 12
Views: 4826

Re: CC65/CA65: Basic Collision Testing

I have been having a small issue with this; might collisions against left and right of a tile are perfect, but I have a weird offset when up and down, see the images: http://i68.tinypic.com/2drcnjr.png http://i68.tinypic.com/2drcnjr.jpg http://i66.tinypic.com/2n024vp.jpg This is my code; CalculateTi...
by sempressimo
Wed Nov 04, 2015 10:22 am
Forum: NESdev
Topic: How to store and draw score
Replies: 12
Views: 3892

Re: How to store and draw score

Thanks!