Search found 13 matches

by Sonny_Jim
Wed Nov 11, 2020 7:52 pm
Forum: NESdev
Topic: Fceux Qt/SDL Port Testing
Replies: 30
Views: 4069

Re: Fceux Qt/SDL Port Testing

I kinda like having the hex value available on the display and it makes things alot easier from a code point of view. Any reason why I can't leave it this way? No reason why it can't stay like it is, it's certainly better than it was before! I will counter whoever that it's pretty easy to read the ...
by Sonny_Jim
Wed Nov 11, 2020 6:54 pm
Forum: NESdev
Topic: Fceux Qt/SDL Port Testing
Replies: 30
Views: 4069

Re: Fceux Qt/SDL Port Testing

Just tried the latest commit (well, 2nd latest, had to roll back the Chinese bootleg mapper commit as it was causing compilation errors). Freezing/unfreezing works, I haven't tested it extensively but it appears to do all the right things. I'll have a fiddle with it and see if it breaks. It looks li...
by Sonny_Jim
Tue Nov 10, 2020 4:58 pm
Forum: NESdev
Topic: Fceux Qt/SDL Port Testing
Replies: 30
Views: 4069

Re: Fceux Qt/SDL Port Testing

Why would you want to copy text from the debugger window? What is the use case for that? Mostly copying and pasting stuff onto forums to ask what it does ;) Although I can always just set the tracelogger to write to file and do it that way. Didn't realize any address in the assembly window could be...
by Sonny_Jim
Sun Nov 08, 2020 10:41 pm
Forum: NESdev
Topic: Fceux Qt/SDL Port Testing
Replies: 30
Views: 4069

Re: Fceux Qt/SDL Port Testing

For item number 4, whenever I right click anywhere in the debugger window it pulls up the context menu for that line that was right clicked on. The click doesn't have to be on the left side of the window. This is different behavior than the Windows version, or rather, it's lacking functionality tha...
by Sonny_Jim
Sun Nov 08, 2020 6:48 pm
Forum: NESdev
Topic: Fceux Qt/SDL Port Testing
Replies: 30
Views: 4069

Re: Fceux Qt/SDL Port Testing

I've been using the port on an old Laptop, a few thoughts (apologies if others have covered it above). On the whole, very good. I too have some audio issues like tepples, but it's nothing too drastic. It's perfectly adequate for me to do disassembly. The only niggles I have are that the debugger/hex...
by Sonny_Jim
Mon Nov 02, 2020 9:24 pm
Forum: NESdev
Topic: Bomber King / Robo Warrior disassembly
Replies: 9
Views: 2738

Re: Bomber King / Robo Warrior disassembly

Thanks, that clears that bit up for me. I had heard the name 'jump table' and didn't really know what it was until I walked through one. This bit confused me as well: 07:E5B8:E5 BC SBC $00BC = #$00 jmp_table_item_bombs: ; E5BC 07:E5BA:E5 36 SBC tmp_x_reg_storage = #$14 jmp_table_item_rockets: ; E636...
by Sonny_Jim
Mon Nov 02, 2020 8:19 pm
Forum: NESdev
Topic: Bomber King / Robo Warrior disassembly
Replies: 9
Views: 2738

Re: Bomber King / Robo Warrior disassembly

So I'm a bit new to ASM and I found the following bit of code interesting: set_address_to_jump_to: 07:E59C:BD A6 E5 LDA jmp_hibyte_item,X @ jmp_table_use_boots = #$E6 07:E59F:48 PHA 07:E5A0:BD A5 E5 LDA jmp_lobyte_item,X @ $E5AF = #$13 07:E5A3:48 PHA >07:E5A4:60 RTS ---------------------------------...
by Sonny_Jim
Mon Nov 02, 2020 1:12 am
Forum: NESdev
Topic: Bomber King / Robo Warrior disassembly
Replies: 9
Views: 2738

Re: Bomber King / Robo Warrior disassembly

Thanks! That's really interesting. I am already faintly aware of it's reputation in Japan, after seeing a Youtube video of the composer playing the theme live: https://www.youtube.com/watch?v=T4DXop-QKEY I won't spoil the joke, but watch the first 60 seconds and you'll see what I mean. EDIT: From go...
by Sonny_Jim
Sun Nov 01, 2020 6:27 pm
Forum: NESdev
Topic: Bomber King / Robo Warrior disassembly
Replies: 9
Views: 2738

Re: Bomber King / Robo Warrior disassembly

It would be good to start using a native debugger, at the moment if I turn on trace logging I get around 0.05 FPS. FYI, from what I've heard, Bomber King: Scenario 2 for Game Boy , though said to be a sequel, was actually a remake of the 1st game with a number of improvements Yeah I've played a bit ...
by Sonny_Jim
Sat Oct 31, 2020 11:55 pm
Forum: NESdev
Topic: Bomber King / Robo Warrior disassembly
Replies: 9
Views: 2738

Bomber King / Robo Warrior disassembly

As a fun little lockdown project I've been working on RE'ing Hudsonsofts Bomber King, which is kinda like a Bomberman RPG. It's difficulty curve is a little on the severe side so I think it would be nice to be able to 'smooth off the edges' to make the game a fun to play. I was also semi-inspired af...
by Sonny_Jim
Mon Jul 15, 2019 3:56 am
Forum: NES Hardware and Flash Equipment
Topic: How to do wireless, bluetooth controllers with a NES or SNES
Replies: 19
Views: 14526

Re: How to do wireless, bluetooth controllers with a NES or

Apologies for the necro post, but I was searching for my old Snesbot project and stumbled across this thread. Yes, it was massive overkill to use a Pi + 4021's + MCP23017, but it was definitely a situation where the 'only tool I had was a hammer and everything looked like a nail'. The one upside was...
by Sonny_Jim
Sat Jan 13, 2018 6:35 pm
Forum: NESdev
Topic: NESMaker Kickstarter - Make NES games without coding
Replies: 202
Views: 60400

Re: NESMaker Kickstarter - Make NES games without coding

The issue I have is that Joe has seemed to have started a new kickstarter without actually finishing off the last one: https://www.kickstarter.com/projects/1316851183/the-new-8-bit-heroes-new-nes-game-and-creation-doc Granted, there's a bit of crossover between the projects, many of the tools create...
by Sonny_Jim
Sat Jan 13, 2018 7:48 am
Forum: NESdev
Topic: NESMaker Kickstarter - Make NES games without coding
Replies: 202
Views: 60400

NESMaker Kickstarter - Make NES games without coding

https://www.kickstarter.com/projects/13 ... -required/

This seems to be utter bullshit. Thoughts? Does Joe post on here at all?