Search found 36 matches

by NeverCameBack
Sun Aug 02, 2020 11:04 am
Forum: Homebrew Projects
Topic: Cobol's Laboratory by Oniric Factor
Replies: 3
Views: 270

Re: Cobol's Laboratory by Oniric Factor

Looks awesome, I'm excited to play it. By looks alone it reminds me of an updated ROB game, whats that called? Gyromite. My wife and I had a lot of fun playing that a couple years ago. I don't have a R.O.B so she was on controller 2 opening and closing the doors for me. We beat it and wish there wer...
by NeverCameBack
Sat Aug 01, 2020 2:14 pm
Forum: Homebrew Projects
Topic: Incandescent
Replies: 3
Views: 186

Re: Incandescent

Hey thanks a lot for checking it out. - I have to figure out how to get rid of those blue dashes flickering on the title screen. When I move sprite zero even 1 pixel in either direction, it screws up the "full screen" image. - I'll still have to set all the limits so the character can't go into the ...
by NeverCameBack
Sat Aug 01, 2020 1:58 pm
Forum: Newbie Help Center
Topic: [SOLVED!] [Help Request] Simple Sound Addition
Replies: 4
Views: 179

Re: [Help Request] Simple Sound Addition

I'm not sure off the top of my head because I'm working on learning more about the NN sound engine myself, but in the second chapter in that sound tutorial, there is a sample program called "triad" that you can download. In the description it says: "Try to silence the various channels by either disa...
by NeverCameBack
Fri Jul 31, 2020 8:08 pm
Forum: Newbie Help Center
Topic: A better method for a "one shot" in Assembly?
Replies: 5
Views: 203

A better method for a "one shot" in Assembly?

Sometimes I want a piece of code to run just once. What I do right now is: Screen1music: LDA S1musicstart CMP #$01 BNE Screen1musicDN . . . (Other code here) . . . LDA #$00 STA S1musicstart Screen1musicDN: So I have to create a variable called "S1musicstart". Then set it to 1 at some point before it...
by NeverCameBack
Fri Jul 31, 2020 7:57 pm
Forum: Homebrew Projects
Topic: Incandescent
Replies: 3
Views: 186

Incandescent

I have a really early stage project attached that demonstrates some of the topics taught in the Nerdy Nights tutorials. Those tutorials got me started, but a lot of what I understand is thanks to Tokumaru, Quietust, and anyone else who took the time to answer my questions. I've been busy at work ove...
by NeverCameBack
Sat May 09, 2020 5:28 pm
Forum: Newbie Help Center
Topic: Looking for a layman's explanation of WRAM
Replies: 7
Views: 1346

Re: Looking for a layman's explanation of WRAM

In an .NES ROM when CHR-ROM is used, it's basically 2 separate ROM files combined into one .NES file. So the .ORG $0000 is a PPU address, rather than a CPU one. This answered my next question, which was how is it that some variables are stored at: .rsset $0000 (variables defined here) then later on...
by NeverCameBack
Sat May 09, 2020 2:13 pm
Forum: Newbie Help Center
Topic: .bank .org question
Replies: 5
Views: 1181

Re: .bank .org question

Would it be true then to say that: .bank 0 = first 8 kb of memory in the actual rom (.nes file) = byte 0 to byte 7999 ? .bank 1 = second 8 kb = byte 8,000 - byte 15,999 ? .bank 2 = third 8 kb = byte 16,000 - byte 23,999 ? .bank 3 = fourth 8 kb = byte 24,000 to 31,999? - And these .bank directives ar...
by NeverCameBack
Sat May 09, 2020 1:38 pm
Forum: Newbie Help Center
Topic: Looking for a layman's explanation of WRAM
Replies: 7
Views: 1346

Re: Looking for a layman's explanation of WRAM

Actually, there's no copying at all going on. This cleared up a lot for me. In nerdy nights, it says the CPU has "access to up to 64 kb of memory", which I interpreted as having it's own 64 kb of memory that it copies info from the cart to. I guess if this was the case, you could take the game out ...
by NeverCameBack
Sat May 09, 2020 12:26 pm
Forum: Newbie Help Center
Topic: .bank .org question
Replies: 5
Views: 1181

.bank .org question

I'm missing some knowledge on "banks", ".org" directives. If we have: .bank 0 .org $8000 "code goes here" .bank 1 .org $A000 "code goes here" .bank 2 org $C000 "more code here" From what I understand, the .bank 0 defines an 8 kb chunk of memory, and then we're telling it to select the chunk starting...
by NeverCameBack
Sat May 09, 2020 11:37 am
Forum: Newbie Help Center
Topic: Looking for a layman's explanation of WRAM
Replies: 7
Views: 1346

Looking for a layman's explanation of WRAM

Nerdy Nights' explanation is too short for me. In trying to use WRAM to gain 128 kb of available CHR (graphics), instead of the normal 8 kb (NROM) or 32 kb available with the simpler bank switching method, CNROM. - From $6000 to $8000 we have our 8 kb of WRAM. This whole section of memory is what is...
by NeverCameBack
Thu Apr 23, 2020 8:11 pm
Forum: Newbie Help Center
Topic: Understanding the .bank label a bit better
Replies: 4
Views: 952

Re: Understanding the .bank label a bit better

Thanks - That helps. It is NASM as per Nerdy Nights (my guide). I did get my rom to work eventually, although I had to change the ".inesprg 2 ; 1x 16KB PRG code" directive at the top. As of now I have a "game" with four screens, and music plays if you press up. But I'm almost out of .CHR space, with...
by NeverCameBack
Tue Apr 21, 2020 11:33 am
Forum: Homebrew Projects
Topic: Music ROM - "Super 9999 in 1" by Nuclear Mushroom Boom
Replies: 14
Views: 4377

Re: Music ROM - "Super 9999 in 1" by Nuclear Mushroom Boom

Hey I'm listening to it now on emulator. Amazing music! I'm putting it on my SD card now to listen on the real hardware. Thank you! Did you listen or the real hardware? What is your hardware? NES or Famicom? I did listen on real hardware too - I'm on a US NES, so an NTSC front loader. It worked jus...
by NeverCameBack
Tue Apr 21, 2020 11:28 am
Forum: Newbie Help Center
Topic: Understanding the .bank label a bit better
Replies: 4
Views: 952

Understanding the .bank label a bit better

Does the .bank label need to go with a specific location in memory? Example: Does Bank 0 always need to have .org $8000 below it? ; Sound engine goes here: .bank 0 .org $8000 .include "sound_engine.asm" ; Nothing here for now: .bank 1 .org $A000 ; RESET, NMI, "Main" program goes here: .bank 2 .org $...
by NeverCameBack
Sun Mar 29, 2020 1:27 pm
Forum: Newbie Help Center
Topic: Best way to get from Famitracker to useable ASM code?
Replies: 8
Views: 2022

Re: Best way to get from Famitracker to useable ASM code?

A converter reads FamiTracker's text export and converts the sequence and instrument data into a compact format usable by a driver. Then at runtime, the driver reads the sequence and instrument data and performs the appropriate writes to $4000-$4013 to play it back. So in other words, a converter i...
by NeverCameBack
Sun Mar 29, 2020 11:49 am
Forum: Newbie Help Center
Topic: Best way to get from Famitracker to useable ASM code?
Replies: 8
Views: 2022

Re: Best way to get from Famitracker to useable ASM code?

I downloaded NSD.Lib and may try to get working with that once I figure out how to do it with the Famitracker. Even with NSD.Lib, wouldn't you still end up with a file or list of data that you'd have to write into $4000 - $4003, once per "x" number of frames, and again for each instrument? Ultimatel...