Search found 476 matches

by bazz
Tue Sep 13, 2016 7:34 pm
Forum: GBDev
Topic: Cart Edge Connector Source
Replies: 2
Views: 2568

Cart Edge Connector Source

I can no longer stand the idea of gutting pieces of history to obtain these connectors. Does anyone have any of the knowledge to source new Gameboy connectors that are GB and GB Color compatible?
by bazz
Thu Sep 01, 2016 12:49 am
Forum: SNESdev
Topic: Assembly bug in WLA-DX or user error?
Replies: 4
Views: 1744

Re: Assembly bug in WLA-DX or user error?

Yo, thanks for the report. This can be fixed by finding the "InitializeSNES:" label in InitSNES.asm and adding the following 2 lines before it: .ACCU 16 .INDEX 16 InitializeSNES: Unfortunately, all of the separate projects in the tutorial series each have this file so it needs to be replaced across ...
by bazz
Sat Apr 30, 2016 5:29 pm
Forum: SNESdev
Topic: Some 21fx questions (attn: byuu)
Replies: 12
Views: 3719

Re: Some 21fx questions (attn: byuu)

Unless you are keen on doing this through real hardware, you could just modify an open source emulator to do this kind of thing. I like hacking mednafen and bsnes/higan. For instance you could write a new "hardware" port. For example, I did this to run the testing framework for my PCE engine. I crea...
by bazz
Sat Apr 30, 2016 1:19 pm
Forum: SNESdev
Topic: WLA DX - Still hate the .b/.w/.l requirement using labels
Replies: 8
Views: 2656

Re: WLA DX - Still hate the .b/.w/.l requirement using label

The thing I hated the most was that all the opcode names are three bytes; so it was such a shame to either have to use tab, lots of extra spaces, or not have operands line up. but you can work on the symbol rather than the opcode and not have this problem at all. lda <symbol or lda symbol.b for exa...
by bazz
Sat Apr 30, 2016 1:51 am
Forum: SNESdev
Topic: WLA DX - Still hate the .b/.w/.l requirement using labels
Replies: 8
Views: 2656

Re: WLA DX - Still hate the .b/.w/.l requirement using label

It's not really abandoned ... nicklausw noticed separate issues that happen to talk about the same thing ultimately, and decided to close his in favor of mine. https://github.com/vhelin/wla-dx/issues/53#issuecomment-138097803 Believe me, we are all very keen on solving this. Speaking for myself, I h...
by bazz
Wed Apr 27, 2016 8:02 pm
Forum: SNESdev
Topic: Heartcore Project WIP
Replies: 42
Views: 8786

Re: Heartcore Project WIP

want to quickly mention that the BG scroll I complained about was actually my own machine's fault. Sorry to mislead you!
by bazz
Sun Apr 24, 2016 8:50 pm
Forum: SNESdev
Topic: WLA DX "bug" that wasn't a bug at all
Replies: 12
Views: 3881

Re: WLA DX "bug" that wasn't a bug at all

Wait I understand the new conclusion .. If that opcode I used as an example is not using an immediate value, then using a "bit" directive won't have adverse effects on it (aside from the already-known zero-page issue).. So now I just wonder --> are there circumstances where there would be discrepanc...
by bazz
Sun Apr 24, 2016 8:28 pm
Forum: SNESdev
Topic: WLA DX "bug" that wasn't a bug at all
Replies: 12
Views: 3881

Re: WLA DX "bug" that wasn't a bug at all

LSR 11 ; $46 $0B ; if using .16BIT will become LSR 11 ; $4E $0B $00 Think you might have figured this out, but that is not true. The assembler doesn't wait until linker stage if you give it an immediate value like that. This is false. I just tested this. EDIT: and it's not an immediate value, it's ...
by bazz
Sun Apr 24, 2016 5:34 pm
Forum: SNESdev
Topic: WLA DX "bug" that wasn't a bug at all
Replies: 12
Views: 3881

Re: WLA DX "bug" that wasn't a bug at all

...why it would assume the smallest operand size here, rather than the largest... Is there some need to aggressively assume direct page? Intuition says this is nothing more than a circumstance of poor architecture. It would seem that focusing on the architecture itself rather than the issues result...
by bazz
Sat Apr 23, 2016 2:30 pm
Forum: SNESdev
Topic: Need help dumping SA1 Chip games
Replies: 45
Views: 19142

Re: Need help dumping SA1 Chip games

by bazz
Sat Apr 23, 2016 12:58 pm
Forum: SNESdev
Topic: WLA DX "bug" that wasn't a bug at all
Replies: 12
Views: 3881

WLA DX "bug" that wasn't a bug at all

Earlier this week I rummaged through NESDev for mentions of "WLA DX" and I found this http://forums.nesdev.com/viewtopic.php?f=12&t=12268&p=139715&hilit=wla+dx#p139715 I filed a relevant issue on WLA DX's Github: https://github.com/vhelin/wla-dx/issues/104 and worked things out with Ville (creator o...
by bazz
Fri Apr 22, 2016 3:14 pm
Forum: SNESdev
Topic: Resurrecting the x816 cross-assembler
Replies: 25
Views: 13973

Re: Resurrecting the x816 cross-assembler

Nice!
by bazz
Fri Apr 15, 2016 9:09 pm
Forum: SNESdev
Topic: SNES Splatoon (How do I shot HiROM?)
Replies: 294
Views: 48602

Re: SNES Splatoon (Not Even A Demo Yet Though...)

so it will mirror into "System Area" banks.
by bazz
Fri Apr 15, 2016 5:51 pm
Forum: SNESdev
Topic: Mode 1 12x12 trick?
Replies: 19
Views: 4612

Re: Mode 1 12x12 trick?

Zoop for Super NES uses a completely different trick to get 12-pixel-wide background tiles, using software compositing onto a big 8bpp bitmap in mode 3. This allows more detail in the backdrop than 2bpp, but there can't be quite as much movement because of the overhead of re-compositing and DMAing ...
by bazz
Wed Apr 13, 2016 12:41 pm
Forum: SNESdev
Topic: SNES Splatoon (How do I shot HiROM?)
Replies: 294
Views: 48602

Re: SNES Splatoon (Not Even A Demo Yet Though...)

listing generation in WLA DX is an even bigger clusterfuck (don't get me started on the interspersed output problem), alongside some actual bugs psychopathicteen found. Do you guys actually document the bugs you find in WLA-DX? Ideally, you would report a bug or issue you find to the WLA-DX Github ...