Search found 371 matches

by strat
Sat Oct 10, 2020 9:12 pm
Forum: SNESdev
Topic: PEA/PER/PEI instruction and stack relative addressing modes
Replies: 16
Views: 2658

Re: PEA/PER/PEI instruction and stack relative addressing modes

Here's an example of pea from Zombies Ate My Neighbors. call nmi routines: $80/83E0 A5 0C LDA $0C [$00:000C] A:C349 X:002C Y:0100 P:eNvmxdIzc $80/83E2 F0 33 BEQ $33 [$8417] A:C349 X:002C Y:0100 P:eNvmxdIzc $80/83E4 85 10 STA $10 [$00:0010] A:C349 X:002C Y:0100 P:eNvmxdIzc $80/83E6 A2 38 00 LDX #$003...
by strat
Wed Sep 16, 2020 1:57 pm
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 179
Views: 52415

Re: [demo] SNES Sonic

Of course if the game works correctly on hardware any odd behavior on an emulator is the emulator's problem, so at least we can let people know that's the issue if it comes up.
by strat
Sun Sep 13, 2020 8:42 pm
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 179
Views: 52415

Re: [demo] SNES Sonic

On Geiger SNES9x 1.43 the 1-up sound crashes here. Don't know if it's just this emulator.

Code: Select all

$8E/8CC3 CD 43 21    CMP $2143  [$8E:2143]   A:0081 X:0822 Y:03A2 P:eNvMxdIzC
$8E/8CC6 D0 FB       BNE $FB    [$8CC3]      A:0081 X:0822 Y:03A2 P:eNvMxdIzC
by strat
Mon Sep 07, 2020 2:03 pm
Forum: NESdev
Topic: Questions about NES programming and architecture
Replies: 143
Views: 21512

Re: Questions about NES programming and architecture

You couldn't release half-complete games, super repetitive games or very simple homebrew-like games and such that you often see on other systems (especially on computers which usually has no licensing system at all, and can be programmed by anyone) simply by paying the license fee. Yeah, Nintendo h...
by strat
Sun Sep 06, 2020 6:55 pm
Forum: NESdev
Topic: Questions about NES programming and architecture
Replies: 143
Views: 21512

Re: Questions about NES programming and architecture

Do first party games explicitly clear decimal mode? Yes. IMO there's no point in overthinking why most games uses CLD when starting up. They just do. Interestingly enough, the (very incarucate) emulator REW actually simulates the decimal mode if enabled ! This is funny. Maybe devs were told to do t...
by strat
Mon Aug 31, 2020 7:38 pm
Forum: General Stuff
Topic: Strange Contra glitch?
Replies: 4
Views: 1916

Re: Strange Contra glitch?

I had a hardware glitch happen with the PCE/TG-16 game Parasol Stars one time. Somehow I started a two-player game with only one controller plugged in (two controllers must be plugged in to start one normally). Years later I looked at the game in Mednafen to see if it was a software bug - since the ...
by strat
Wed Aug 05, 2020 2:43 pm
Forum: General Stuff
Topic: Nintendo "Gigaleak"
Replies: 63
Views: 19618

Re: Nintendo "Gigaleak"

As far as the leaked N64 code goes it's mostly binary obj files. It looks like the iQue company (afaik the source of the leaked files) was only supplied enough code to edit the Chinese language into the games. However, what uncompiled code does exist has an exact matching counterpart in the RE'd Mar...
by strat
Tue Aug 04, 2020 3:56 pm
Forum: NESemdev
Topic: Disch has passed away
Replies: 30
Views: 10215

Re: Disch has passed away

Sorry to hear that and prayers to his friends and family.
by strat
Mon Aug 03, 2020 7:54 pm
Forum: NESdev
Topic: Has anyone tried to make a website specifically for revers engineered games?
Replies: 26
Views: 7124

Re: Has anyone tried to make a website specifically for revers engineered games?

I have a theory of working "backwards" here. Running the game and then analyze each memorylocation and give all locations a label (in Mesen) which might make reading the code easier in the end..(?) That's how I figured out everything in the few games I've attempted to disassemble. Start from the re...
by strat
Sat Aug 01, 2020 6:47 am
Forum: General Stuff
Topic: Math vs Language in programming
Replies: 19
Views: 6594

Re: Math vs Language in programming

2MB RAM might sound like a lot, but you have to remember its doesn't have a ROM cart so it has to hold all logic, decode buffers and your ELF and you really want to get your code into the 4K of cache. A recent YT review of the original Bonk series on Turbografx pointed out Bonk 3 on CD has fewer fr...
by strat
Fri Jul 31, 2020 8:17 pm
Forum: General Stuff
Topic: Math vs Language in programming
Replies: 19
Views: 6594

Re: Math vs Language in programming

Fun fact: A programmer who worked on the N64 version of Resident Evil 2 remarked that Capcom's original C code for the PS1 looked a lot like assembly (I'd link the article but it's mostly about how he got fmv running on N64).
by strat
Thu Jul 30, 2020 6:23 pm
Forum: General Stuff
Topic: Making "Good" Assembly Code
Replies: 73
Views: 16913

Re: Making "Good" Assembly Code

I prefer the Intel syntax (mov dst, src) because the first thing I see is the register to be modified. This issue basically doesn't exist in 6502 because you know from the operation if the reg or mem is affected, so at least that's on the leftmost part of the instruction.
by strat
Tue Jul 28, 2020 10:31 am
Forum: General Stuff
Topic: Nintendo "Gigaleak"
Replies: 63
Views: 19618

Re: Nintendo "Gigaleak"

It would be amazing if the Mario 64 source that's supposed to be in the leak was anywhere near as readable as the RE project (even if you could read the Japanese comments).
by strat
Wed Jul 15, 2020 2:38 pm
Forum: General Stuff
Topic: Looking for feedback on my game
Replies: 19
Views: 6808

Re: Looking for feedback on my game

Come to think of it, SMW might've included the key/lock exit so the player wouldn't rack up too many bonus games by going through the levels twice. When NSMB brought back the concept of hidden exits, they used the regular flagpole. Also, while most of the time the key was right next to the lock, som...