Search found 370 matches

by nicklausw
Wed May 29, 2019 7:44 pm
Forum: SNESdev
Topic: X816 Assembler > YMAS
Replies: 23
Views: 22244

Re: X816 Assembler > YMAS 0.0180c

asm16 is a fork of asm6/asm6f (6502 assembler) but intended for 65816. It comes with no documentation, no syntax details, no examples (the stuff in test/ does not actually use TW ). which to me immediately says "throw this out and do not use it ever". Good thinking, as much as I hate to say it. asm...
by nicklausw
Sat Apr 07, 2018 5:49 am
Forum: SNESdev
Topic: SNES LoROM mapping
Replies: 6
Views: 3095

Re: SNES LoROM mapping

You can jump to a long address; some assemblers make you use jml rather than jmp though, or jsl rather than jsr . You can also load from a long address, but yes, in that example setting data bank to $01 would be an option. lda $018000 (okay, or...) lda #$01; pha; plb; lda $8000 (same thing). Always ...
by nicklausw
Mon Mar 19, 2018 3:03 pm
Forum: SNESdev
Topic: Whatcha want in a fighting game?
Replies: 62
Views: 19333

Re: Whatcha want in a fighting game?

Hey, time for bumps. I've finally come back to this project after not having time to think about it (high school isn't calming down near the end of my time there, sadly). So far, the only progress made is that the project is using HiROM now, a feat I didn't expect to get done without having to come ...
by nicklausw
Thu Oct 26, 2017 7:37 pm
Forum: SNESdev
Topic: new bsnes-plus debugging features
Replies: 39
Views: 15067

Re: new bsnes-plus debugging features

This looks quite comprehensive! The ability to load symbols from a file is something I'd find very useful, but I use CA65 as my assembler instead of WLA, so the symbol files probably won't be compatible. Depending on the structure of ca65's symbol files, you could do what I did and have a lua scrip...
by nicklausw
Thu Sep 28, 2017 4:26 pm
Forum: General Stuff
Topic: Ataribox
Replies: 17
Views: 3831

Re: Ataribox

Part of me wants to jump on the Ataribox train. Another part of me remembers how relieved I was when I didn't jump on the Ouya train, and witnessed it crash not long after. Might just be that again (except with some guaranteed retro fun). Steam Machines (vaporware) Useless but humorous comment: I st...
by nicklausw
Wed Sep 20, 2017 7:45 pm
Forum: General Stuff
Topic: Is it possible to program Raspberry Pi in assembly?
Replies: 91
Views: 10985

Re: Is it possible to program Raspberry Pi in assembly?

Dwedit wrote:If you want to code assembly and have bare metal access to hardware, try the GBA or NDS.
Somewhat simple example. I think it might actually use libnds so it doesn't exemplify hardware access very well, but it shows you the bare basics behind setting up an assembly project for DS.
by nicklausw
Sun Sep 17, 2017 7:22 pm
Forum: SNESdev
Topic: SNES sprites hardware issue
Replies: 13
Views: 4020

Re: SNES sprites hardware issue

So the solution to the problem turned out to be something pretty ridiculous. Usually when you end up with an incorrect opcode size in your code, your code just doesn't work. It eventually will hit a brk or something, maybe a return or something. But in my sprite clearing routine, that uh...that didn...
by nicklausw
Sun Sep 17, 2017 6:52 pm
Forum: SNESdev
Topic: SNES sprites hardware issue
Replies: 13
Views: 4020

Re: SNES sprites hardware issue

Huh...changing the OAM transfer code to not copy the high table at all causes the example to work perfectly upon reset. I think I'm not using the high table code properly.
by nicklausw
Sun Sep 17, 2017 3:53 pm
Forum: SNESdev
Topic: SNES sprites hardware issue
Replies: 13
Views: 4020

SNES sprites hardware issue

Hey, look, bsnes-plus says I've made a bit of progress in my fighting game! A 32x32 portion of Sektor appears as a sprite. https://i.imgur.com/tCHJvX1.png higan says so too on my desktop, except I can't provide a screenshot (haven't bothered building higan on this slow laptop). Well, uh, my SNES dis...
by nicklausw
Fri Sep 15, 2017 2:14 pm
Forum: SNESdev
Topic: Whatcha want in a fighting game?
Replies: 62
Views: 19333

Re: Whatcha want in a fighting game?

psycopathicteen wrote:Something that doesn't have black bars
Not sure what this means. Is that a hardware issue?

I've been looking at everyone else's input too, by the way, just need to take the time to take everything into consideration.
by nicklausw
Sun Sep 10, 2017 8:39 am
Forum: SNESdev
Topic: Where to look for snes sample code
Replies: 5
Views: 2736

Re: Where to look for snes sample code

tepples has a lorom template that should put you in the right direction, though the way it's written, there's only so much room for experimentation imo. It's pretty much the most descriptive you can get about literally everything in the program, to almost a scary extent.
by nicklausw
Sat Sep 09, 2017 7:11 pm
Forum: SNESdev
Topic: Plextona SNES
Replies: 21
Views: 6518

Re: Plextona SNES

I was excited until I read "Super Mario World rom hack"... Like, hey someone new programming SNES games...oh never mind. Cool though. Can't say I agree with you on that, I think modifying the internals of an existing platformer game engine to make a top-down game is very impressive and certainly co...
by nicklausw
Sat Sep 09, 2017 6:41 pm
Forum: SNESdev
Topic: Whatcha want in a fighting game?
Replies: 62
Views: 19333

Whatcha want in a fighting game?

I've spent some time not wandering around doing random projects and just studying existing ones (mostly byuu's). And I feel like I've learned a lot, so much that I want to stop learning and start some doing again. For now I have my sights set on a SNES fighting game. Mostly inspired by a quote from ...
by nicklausw
Fri Aug 11, 2017 5:17 am
Forum: General Stuff
Topic: First Programming Language?
Replies: 57
Views: 13808

Re: First Programming Language?

I started off with a mixture of "DS Game Maker" and also kinda switching between C and C++. Couldn't decide which I liked more. Nowadays my policy is, for simple programs with portability, C. For anything else, C++, and if I want to have fun then I'll use nall, as it's pretty fun to use.
by nicklausw
Sat Jun 24, 2017 8:28 am
Forum: General Stuff
Topic: Nintendo's recent attempt at competitive gaming.
Replies: 16
Views: 4444

Re: Nintendo's recent attempt at competitive gaming.

tepples wrote:The workaround is for the leagues to collaborate on developing a quality fighting game whose program is free software and whose assets are free cultural works.
The problem then is, who's gonna show up to a tournament for some random game that they're unfamiliar with?