Search found 31 matches

by ReverendSA
Sun Apr 26, 2020 3:26 pm
Forum: Other Retro Dev
Topic: How to define local labels in SNASM68k (genesis)?
Replies: 2
Views: 1173

Re: How to define local labels in SNASM68k (genesis)?

TmEE wrote:
Sun Apr 26, 2020 1:28 pm
Manual suggests @ or . in front of the label.
You can find the manual here : https://segaretro.org/File:SNASM68K_680 ... Manual.pdf
wow you're a life saver. I will hold this document closely to my chest and never let it go...........

correct syntax appears to be:

Code: Select all

Loop\@:
by ReverendSA
Sun Apr 26, 2020 12:23 pm
Forum: Other Retro Dev
Topic: How to define local labels in SNASM68k (genesis)?
Replies: 2
Views: 1173

How to define local labels in SNASM68k (genesis)?

I am trying to use labels in a macro, but everytime I call the macro twice, I get a "label already defined" error. My only guess is that local labels may solve the problem. First instinct was to preface with a period (i.e .Loop instead of Loop), but the same error occurs. Maybe it's something else b...
by ReverendSA
Tue Dec 10, 2019 5:55 pm
Forum: NESdev
Topic: Famitracker BIN file question
Replies: 1
Views: 2864

Re: Famitracker BIN file question

you know what, nevermind about what i asked. i have other ideas for audio that do not need to rely on the BIN file.
by ReverendSA
Sun Dec 08, 2019 10:55 pm
Forum: NESdev
Topic: Famitracker BIN file question
Replies: 1
Views: 2864

Famitracker BIN file question

hello all, if I want to play an F#3 with max volume on sq1, I would do this in ASM: LDA #$7F STA $4000 LDA #$2D STA $4002 LDA #$01 STA $4003 if on FTM I create single entry under sq1 which has: "F#3 00 F" and export as bin, i see these hex in export: 10 00 0D 00 10 00 10 00 00 10 0E B8 0B 0F 00 00 1...
by ReverendSA
Sun Dec 08, 2019 8:59 pm
Forum: NESdev
Topic: [solved] NESASM question
Replies: 3
Views: 3002

Re: NESASM question

yes it looks like i forgot the #.
Image
by ReverendSA
Sun Dec 08, 2019 7:38 pm
Forum: NESdev
Topic: [solved] NESASM question
Replies: 3
Views: 3002

[solved] NESASM question

can anyone assist, for those who use NESASM?

i have decided to get into the habit of giving specific values labels. E.G, width = $16. Now if I LDA width, it loads #$00. this is driving me crazy cause the thing i am testing works if i LDA #$16. are we not allowed to label immediate values?!
by ReverendSA
Sun Dec 01, 2019 11:36 am
Forum: NESdev
Topic: [solved] two quick question about collision
Replies: 2
Views: 2025

Re: two quick question about collision

1. You technically define the bounding box in your collision handling routine since that's what checks what pixels are colliding. So yeah you always define a bounding box in some way. 2. The $0200 RAM page can be named oam_buffer or oam_shadow or something, and to access $0203 (sprite 0's x-positio...
by ReverendSA
Sun Dec 01, 2019 12:35 am
Forum: NESdev
Topic: [solved] two quick question about collision
Replies: 2
Views: 2025

[solved] two quick question about collision

i have written collision in c# and c++ before, and it seemed to be an easy enough translation to asm 6502. here is my code below: 1. even though this works, is there a secret way that I am missing to do collision on nes? maybe shortcut? or do we always have to define bounding box? just curious 2. lo...
by ReverendSA
Fri Nov 29, 2019 4:57 pm
Forum: NESdev
Topic: [solved] help with adding delay in code
Replies: 4
Views: 2638

Re: help with adding delay in code

Sure. You can do that by incrementing a counter variable in your NMI: INC counter ; Goes in NMI Then define the glass routine like this: FlashTheGlass: LDA counter AND #%11 BNE DoneFlash INC $0212 DoneFlash: RTS Changing the AND will change the speed. If your animation has a power-of-two number of ...
by ReverendSA
Thu Nov 28, 2019 12:17 am
Forum: NESdev
Topic: [solved] help with adding delay in code
Replies: 4
Views: 2638

Re: help with adding delay in code

thank you. I have added the delay routine. you know a better example would be if I wanted to animate that glass (simple example being cycling through 4 palettes to make it "flash") in my main loop, i have a JSR to "FlashTheGlass" code is below: FlashTheGlass: INC $0212 CheckGlassPeak: LDX $0212 CPX ...
by ReverendSA
Tue Nov 26, 2019 10:16 pm
Forum: NESdev
Topic: [solved] help with adding delay in code
Replies: 4
Views: 2638

[solved] help with adding delay in code

is there a proper way to add delay? probably what I am trying is artificial, but it's not working for me. I have a variable glassAnimationCounter. In the NMI, I have: NMI: LDA #$00 STA $2003 LDA #$02 STA $4014 LDX player_y STX $0210 LDA #$00 STA glassAnimationCounter MoveGlass: INC glassAnimationCou...
by ReverendSA
Wed Jul 24, 2019 6:46 pm
Forum: NES Hardware and Flash Equipment
Topic: from NES CPU pin 1, can we extract both squares individually
Replies: 8
Views: 12171

Re: from NES CPU pin 1, can we extract both squares individu

Not possible, without actually hacking the game ROM. I see. thank you for letting me know. If you're trying to make a stereo mod: don't. None of the music was composed/mixed with such in mind. Mono -- deal with it. NSF players (on Windows, etc.) are a different matter. You can certainly extract ind...
by ReverendSA
Wed Jul 24, 2019 5:38 pm
Forum: NES Hardware and Flash Equipment
Topic: from NES CPU pin 1, can we extract both squares individually
Replies: 8
Views: 12171

from NES CPU pin 1, can we extract both squares individually

or can it only be extracted as both squares? the same could be asked about pin 2. would it be possible to extract all 3 channels individually?
by ReverendSA
Wed Jul 24, 2019 4:50 pm
Forum: NES Hardware and Flash Equipment
Topic: can you guys help me out with an audio mod?
Replies: 2
Views: 12333

can you guys help me out with an audio mod?

on my nes I want to split all three channels (squares, bass, exp). at first I was going to split them into 3 audio jacks, insert into a mixer, mix as desired (this process would be dynamic), then out it all as 1 channel. can I avoid the above convoluted setup by instead using three 100k potentiomete...
by ReverendSA
Mon Dec 11, 2017 9:05 pm
Forum: SNESdev
Topic: No way to have breakpoint on A Register in BSNES?
Replies: 0
Views: 4354

No way to have breakpoint on A Register in BSNES?

Trying to figure out how to do it...

In FCEUX, you can say A==#0F

It would be very useful if anyone can help me figure this out, thank you.

I'm using bsnes-plus v073-3a