Check out #pragma code-name and wrapped-call:
https://cc65.github.io/doc/cc65.html
Search found 172 matches
- Fri Aug 24, 2018 4:37 pm
- Forum: NESdev
- Topic: how to manage code per bank when in C
- Replies: 19
- Views: 6815
- Fri Aug 24, 2018 4:02 pm
- Forum: NESdev
- Topic: Best practice when updating entire nametable
- Replies: 28
- Views: 8169
Re: Best practice when updating entire nametable
Here is a ROM that replicates the issue. Press up/down to select characters. http://files.slembcke.net/temp/FlickerBug.nes The character animations are almost 2k per, so I have to decompress them directly into CHR RAM, and thus need to disable to the PPU to do it. The garbage happens at the very top...
- Fri Aug 24, 2018 10:55 am
- Forum: NESdev
- Topic: Best practice when updating entire nametable
- Replies: 28
- Views: 8169
Re: Best practice when updating entire nametable
I do change the BG color of the palette when switching screens, but gets run as part of my normal NMI handler. I already knew to avoid setting that outside of vblank. My full NMI handler is: Check the NMI ready flag (set by my wait_nmi routine), write mask/ctrl, write buffered data (including palett...
- Fri Aug 24, 2018 8:50 am
- Forum: NESdev
- Topic: Best practice when updating entire nametable
- Replies: 28
- Views: 8169
Re: Best practice when updating entire nametable
So I sort of successfully applied the suggestions in this thread to avoid flashes when changing screens in my game. I write the desired change to my mask copy variable, and then wait for the NMI. The very first thing my NMI routine does is to apply mask/ctrl. This only made the flashes at least stay...
- Thu Aug 23, 2018 11:15 am
- Forum: NESdev
- Topic: Aren't you afraid that NES Maker would just bring lazy noobs
- Replies: 138
- Views: 76872
Re: Aren't you afraid that NES Maker would just bring lazy n
One thread title by a single user does not erase years of expert users documenting the NES and helping "noobs", always discussing things in a civil manner. See: this very thread's posts. Certainly, but it does explain why somebody would post a heartfelt speech. ;) there will be many outsi...
- Thu Aug 23, 2018 9:44 am
- Forum: NESdev
- Topic: Aren't you afraid that NES Maker would just bring lazy noobs
- Replies: 138
- Views: 76872
Re: Aren't you afraid that NES Maker would just bring lazy n
Well... I mean there is the thread title + the OP.Punch wrote:I don't know why you thought it was necessary to do such a heartfelt speech when I'm very sure that NesDev is one of the most noob friendly communities on the internet.

- Thu Aug 23, 2018 9:01 am
- Forum: NESdev
- Topic: Aren't you afraid that NES Maker would just bring lazy noobs
- Replies: 138
- Views: 76872
Re: Aren't you afraid that NES Maker would just bring lazy n
So what if people make these "My first gaym!" projects? This! My first gaym was made using ... Hah! I learned BASIC programming on an Atari 800, but I think my first gayms were some pretty simple things made in Hypercard. I'm pretty sure they are still on some old floppy disks sitting in ...
- Wed Aug 22, 2018 8:57 am
- Forum: NESdev
- Topic: Aren't you afraid that NES Maker would just bring lazy noobs
- Replies: 138
- Views: 76872
Re: Aren't you afraid that NES Maker would just bring lazy n
The only thing impacted by that is your own pride. I feel like there is a quote about artists being appreciated, but not in the way they desired. In this case, it's not just that the game is fun, but also the player recognize the work that went into it. I would put that in perspective with my comme...
- Mon Aug 20, 2018 6:31 pm
- Forum: Homebrew Projects
- Topic: My first NES project since Pong
- Replies: 4
- Views: 6062
Re: My first NES project since Pong
Not bad for a start though. Better than my graphics.casprog wrote:Graphics are temporary, not very good with pixel art lol
It looks like it might be a vs battle mode sort of game?
- Mon Aug 20, 2018 1:06 pm
- Forum: NESdev
- Topic: Aren't you afraid that NES Maker would just bring lazy noobs
- Replies: 138
- Views: 76872
Re: Aren't you afraid that NES Maker would just bring lazy n
But even back in the day, games made in BASIC were sold by publishers and no kid was any wiser. It was just another game. That's definitely not my experience. Basic interpreters were pretty slow on 8 bit machines compared to assembly. It was usually pretty obvious which games were using it even for...
- Mon Aug 20, 2018 12:12 pm
- Forum: NESdev
- Topic: Aren't you afraid that NES Maker would just bring lazy noobs
- Replies: 138
- Views: 76872
Re: Aren't you afraid that NES Maker would just bring lazy n
In direct response to OP: No, I think it's great that NES Maker exists and I will be glad to see more noobs coming this way. Yeah, I agree, though I'm not exactly a long-time member here. There are a few local people I've tried to convince that they should try NES dev, but the thought of programmin...
- Mon Aug 20, 2018 10:18 am
- Forum: NESdev
- Topic: Aren't you afraid that NES Maker would just bring lazy noobs
- Replies: 138
- Views: 76872
Re: Aren't you afraid that NES Maker would just bring lazy n
So I feel like I should put this in perspective of the larger game dev crowd as well. Take GameMaker or Unity for example. A lot of devs don't want to recognize them as a "real" gamedev tools. Sure, by lowering the barrier to entry there are a lot of mediocre games made, but there are also...
- Fri Aug 17, 2018 9:47 am
- Forum: NESdev
- Topic: What is the practical use of indexed indirect addressing?
- Replies: 32
- Views: 10175
Re: What is the practical use of indexed indirect addressing
WHAT?! Have you forgotten the Atari Lynx and Gamate?! In all seriousness though, this thread is sort of fascinating. The obvious use is for something like an array of pointers, but some of the suggestions here are pretty brilliant. (ex: A table of streams since you can cheaply increment their pointe...
- Fri Aug 17, 2018 8:42 am
- Forum: NESdev
- Topic: Finished: TBA block stacking game
- Replies: 11
- Views: 6592
Re: Finished: TBA block stacking game
I never got around to posting the final version we had at 2D Con, so here it is! http://files.slembcke.net/temp/GernfherFgnpx.nes.gz Has some music (done by Troy Strand), and the rest of the UI in it. Otherwise basically the same. Reception at the convention was pretty good. A few people thought it ...
- Thu Aug 16, 2018 8:08 pm
- Forum: NESdev
- Topic: Fixed point math for scrolling games
- Replies: 9
- Views: 4091
Re: Fixed point math for scrolling games
All good tricks. I think in my case, only the physics will need the fractional bits. Rendering and hit detection don't really need them. On a separate note, you can get cc65 to do nice loads for interleaved arrays too like this: // Bad, assembly is exactly as written, no constant folding/propagation...