Search found 73 matches

by turboxray
Wed Jun 24, 2020 6:43 am
Forum: NES Hardware and Flash Equipment
Topic: NES Low-Pass Filter?
Replies: 20
Views: 8870

Re: NES Low-Pass Filter?

No. The signal wasn't any better. CRTs are brighter, and smaller. Up close, the pixels are pretty fuzzy, but at the size of a typical CRT it's not as noticeable. That's small part of it, but definitely not all of it. The issue is still with how the newer non CRT TVs capture the signal, filter/prep/...
by turboxray
Tue Jun 23, 2020 11:59 am
Forum: General Stuff
Topic: We need a better name for "Adventure Games."
Replies: 39
Views: 2744

Re: We need a better name for "Adventure Games."

Edit: Now that I think about it even more, you probably wouldn't call Zelda a metroidvania, but you'd probably call Zelda, Metroid, and SoTN all exploration games. I would call Zelda "action-adventure". Adventure already implies it to be non-linearity other wise anything is an adventure haha. "Acti...
by turboxray
Thu Jun 18, 2020 8:31 am
Forum: Newbie Help Center
Topic: Hello, I'm back, still need assistences
Replies: 98
Views: 3480

Re: Hello, I'm back, still need assistences

There's also absolute, indexed, indexed indirect, indirect indexed Honestly, the documentation should read indexed->indirect, and indirect->indexed to show the order of the procedure more clearly IMO. I mean, it's the case of language; batman isn't a "bat" with human attributes (but the opposite) -...
by turboxray
Wed Jun 17, 2020 7:04 am
Forum: NESdev
Topic: KickC Optimizing C-Compiler now supports NES
Replies: 17
Views: 1467

Re: KickC Optimizing C-Compiler now supports NES

I myself would advise against using this parameter because I think that compiler flags shouldn't change the meaning of the code. If I want local static variables, I declare them as such, I don't let the compiler do this. This has nothing to do with optimization, that's basically redefining the lang...
by turboxray
Mon Jun 15, 2020 7:29 pm
Forum: Newbie Help Center
Topic: Hello, I'm back, still need assistences
Replies: 98
Views: 3480

Re: Hello, I'm back, still need assistences

There's a reason why I'm asking so many questions here. I can't understand well with explanations on books, on Easy6502, and famously Nerdy Nights. It's been two years since I learn what A X and Y Register is for, and I understand fully on those stuff. I'm not like anyone or you who could understan...
by turboxray
Sun Jun 14, 2020 12:14 pm
Forum: General Stuff
Topic: Does this song remind you of a song in an NES game?
Replies: 15
Views: 1639

Re: Does this song remind you of a song in an NES game?

There is a self-created song that someone gave me. What NES tracks did they train it on? I think he is asking if it was generated by a neural network, or something to that degree? Was the song generated by an algorithm or composed by a person? I was under the impression it was composed by a person....
by turboxray
Sat Jun 13, 2020 4:02 pm
Forum: Newbie Help Center
Topic: Hello, I'm back, still need assistences
Replies: 98
Views: 3480

Re: Hello, I'm back, still need assistences

The Zero Flag: It turns on if the A, X, Y, or S Register has zero? It turns on if ONLY The A Register is turned on? Or if the destination of Address is holding zero right now? Z=1 if the result of the last load, logic, or arithmetic operation is 0. Stores do not affect it, nor does it ever reflect ...
by turboxray
Sat Jun 13, 2020 10:39 am
Forum: General Stuff
Topic: Does this song remind you of a song in an NES game?
Replies: 15
Views: 1639

Re: Does this song remind you of a song in an NES game?

DRW wrote:
Thu Jun 11, 2020 8:23 pm
There is a self-created song that someone gave me.
What NES tracks did they train it on?
by turboxray
Sat Jun 13, 2020 10:17 am
Forum: Newbie Help Center
Topic: Hello, I'm back, still need assistences
Replies: 98
Views: 3480

Re: Hello, I'm back, still need assistences

An automatic compare-to-zero instruction (which updates the N and Z flags) is built into the following 65c02 instructions: LDA, LDX, LDY, INC, INX, INY, DEC, DEX, DEY, AND, ORA, EOR, ASL, LSR, ROL, ROR, PLA, SBC, ADC, TAX, TXA, TAY, TYA, and TSX, and on the 65c02 (ie, CMOS), INA, DEA, PLX, and PLY....
by turboxray
Fri Jun 12, 2020 4:28 pm
Forum: Newbie Help Center
Topic: Hello, I'm back, still need assistences
Replies: 98
Views: 3480

Re: Hello, I'm back, still need assistences

I mean erase the Registers of A, X, and Y if not using or at least replace it with new numbers, not the Address. I think why erase it is to set certain Flags on or off. No. Because you'd just be wasting cycles. Any time you need to use one of those registers, you either want the remaining value in ...
by turboxray
Wed Jun 10, 2020 12:53 pm
Forum: General Stuff
Topic: Terminator, MOS 6502 and Ion Maiden
Replies: 7
Views: 803

Re: Terminator, MOS 6502 and Ion Maiden

I don't know whether there are assemblers that accept an ! like this. Maybe it was an intentional troll move (or a Genius Bonus) to offer the code listing with something off, that people couldn't get it to work directly unless they figured out they need to fix something first? There are a LOT of 65...
by turboxray
Thu May 28, 2020 9:25 pm
Forum: NES Graphics
Topic: Using Tiled as a map editor
Replies: 6
Views: 996

Re: Using Tiled as a map editor

In this case, the big question becomes "how do you handle palettes"? I'm not sure the answer to this question here. Either put your palette info in a metablock that exists outside of Tiled, but mirrors what you see in Tiled. Or have an extra layer hold the palette "number". Since you can export any...
by turboxray
Tue May 05, 2020 12:23 pm
Forum: NESdev
Topic: IRQ nesting due to OAM DMA
Replies: 9
Views: 1325

Re: IRQ nesting due to OAM DMA

Why do you even clear the I flag in the NMI in the 1st place ? The 6502 wasn't designed to be used that way, hence the name, non maskable . Doing preemptive ISRs on the 65x is really no different than anything else; re-enable the interrupts when inside an ISR that can be preempted by a higher level...
by turboxray
Sun Apr 12, 2020 10:53 am
Forum: NESdev
Topic: How many times can the NES change scrolling in a frame?
Replies: 56
Views: 24658

Re: How many times can the NES change scrolling in a frame?

So "line scroll" in that context means scrolling of one scanline per vsync (which on NES would just be normal vertical scrolling) instead of scrolling a whole character cell. I see, that makes sense. Thanks! I don't want to be rude here, but that's actually absurd. That would be very technical behi...
by turboxray
Thu Apr 09, 2020 2:55 am
Forum: NESdev
Topic: How many times can the NES change scrolling in a frame?
Replies: 56
Views: 24658

Re: How many times can the NES change scrolling in a frame?

Just came across this thread when searching for a site for someone.. (raster effects related) I think "line scrolling" or "line scroll change" sounds like an appropriate term; if it can get universally adopted. Please stop this absolute time-wasting borderline-postmodernist pedantry. Seriously dude....