Posted: Mon Dec 17, 2007 8:04 pm
That's part of why NES games such as Ninja Gaiden and the underrated Vice Project Doom pioneered the use of cut scenes: so that they could show more detailed characters.Celius wrote:I think the only reason that it doesn't look really bad is because the portrait is HUGE when displayed with the NES (96 pixels tall, 64 pixels wide).
That or use *shop to shrink it between scanning and converting.But if I were to draw a large picture of an enemy that's only 2x4 tiles big, it wouldn't work so well. I'd have to draw the enemy small before scanning it.
The ARM architecture was designed as pretty much a 32-bit load-store successor to the 6502, and the assembly syntax shows it.One thing that makes me want to do SNESDev more than GBADev is that I know the 6502, and there isn't that much more to learn for the 65816.
A C program is a set of subroutines, the kind you call with JSR in 6502. The "int main()" tells where a subroutine starts; "int" means that it leaves an 'int' (whole number) in the accumulator for the calling subroutine to pick up. When you do this:I would like to learn stuff for GBADev, it's just that I don't know C++. I have C and C++ for dummies, and there are still things that just do not make sense to me. The whole int main() thing just does not click. When I type that in to make a sample program, I don't know what exactly I'm saying in that line.
Code: Select all
int main() {
puts("hello world");
return 0;
}Code: Select all
.proc main
.segment "CODE"
; puts("hello world");
lda #<helloStr
sta 0
lda #>helloStr
sta 1
jsr puts
; return 0;
lda #0
rts
.segment "RODATA"
helloStr: .asciiz "hello world"
.endproc