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?
Search found 46 matches
- Tue Nov 10, 2015 3:09 pm
- Forum: NESdev
- Topic: Basic ASM question
- Replies: 31
- Views: 6347
- 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.
CMP #$00
BNE LabelNoPeriod
...
...
LabelNoPeriod:
V.S.
CMP #$00
BNE .next
...
...
.next
just curious about it.
- 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!
- 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!!
- 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.
- 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,$27, etc. I cannot make work my load background routine from those pointers in rooms_db...
- Mon Nov 09, 2015 10:25 am
- Forum: NES Hardware and Flash Equipment
- Topic: Empty NES shells and boards
- Replies: 7
- Views: 4815
Empty NES shells and boards
Is it possible to buy empty NES Shells and how about boards?
- Mon Nov 09, 2015 10:13 am
- Forum: NESdev
- Topic: Testing on real hardware
- Replies: 3
- Views: 1687
Re: Testing on real hardware
Thanks!
- Mon Nov 09, 2015 9:43 am
- Forum: NESdev
- Topic: Testing on real hardware
- Replies: 3
- Views: 1687
Testing on real hardware
What options do I have to test on real hardware? I have seen the PowerPaK and the EverDrive, just wondering what is recommended before I shell out the cash.
- Sun Nov 08, 2015 6:47 am
- Forum: NESdev
- Topic: Updating background tiles
- Replies: 3
- Views: 2289
Updating background tiles
What is the standard process to update just some of the background tiles? Say the score or remove a door, open a status panel etc.
- Fri Nov 06, 2015 11:16 am
- Forum: NESdev
- Topic: CC65/CA65: Basic Collision Testing
- Replies: 12
- Views: 4826
Re: CC65/CA65: Basic Collision Testing
Unrelated to the problem you're having but just thought I might point out: LSR A LSR A LSR A LSR A ; / 16 ASL A ASL A ASL A ASL A ; * 16 Is equivalent to: AND #$F0 (Except for failing to clear the carry flag, of course, but that's not relevant here.) Great tip rainwarrior!! I just implemented that,...
- 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 ...
- 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!
- 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...
- 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!