Search found 528 matches

by Movax12
Tue Jul 07, 2015 9:43 am
Forum: Newbie Help Center
Topic: How can I get the source code?
Replies: 12
Views: 4384

Re: How can I get the source code?

Off topic, but interesting (referring to the APU): A fifth set has a D to A and also a complex noise generator. The last set is very good for simulating things like a constant heart beat, fire, machinery, or other complex repetitive forms. Unfortunately it interfers with joystick operation and we do...
by Movax12
Tue Jul 07, 2015 6:09 am
Forum: Homebrew Projects
Topic: Blade Story - my Zelda clone using MMC5
Replies: 49
Views: 13980

Re: Blade Story - my Zelda clone using MMC5

Zero page was supposed to make up for lack of registers.
by Movax12
Mon Jun 22, 2015 5:39 am
Forum: General Stuff
Topic: What counts as a "big" optimization?
Replies: 18
Views: 5125

Re: What counts as a "big" optimization?

Yeah you can do this on NES too, commonly setting PPU MASK ($2001) bit0 to 1 for greyscale during the routine in question. You could also use emphasis.
by Movax12
Sun Jun 21, 2015 9:25 am
Forum: General Stuff
Topic: What counts as a "big" optimization?
Replies: 18
Views: 5125

Re: What counts as a "big" optimization?

NintendulatorDX can do profiling.
by Movax12
Tue Jun 16, 2015 5:24 am
Forum: NESdev
Topic: Reimplementing 6502 syntax in ca65
Replies: 54
Views: 31886

Re: Reimplementing 6502 syntax in ca65

It's worth adding to this thread that .addrsize is now part of the main repository, so full implementation of custom instructions as described in this thread is now possible in ca65.

github: https://github.com/cc65/cc65
Documentation: http://cc65.github.io/doc/ca65.html#ss10.1
by Movax12
Wed Jun 10, 2015 5:38 am
Forum: NESdev
Topic: How to Best Disassemble NES PRG-ROM
Replies: 3
Views: 2978

Re: How to Best Disassemble NES PRG-ROM

You could also load the ROM into YY-CHR and pan through the data to see if anything looks like graphics. This would only apply to games that use CHR RAM in the case of the NES, but this helped me a lot on a non-NES disassembly.
by Movax12
Thu Jun 04, 2015 6:18 am
Forum: NESdev
Topic: Palette test ROM request:
Replies: 7
Views: 3153

Re: Palette test ROM request:

I made this awhile ago. Hopefully no bugs :) Note, rendering is off (during the test mode) and only one palette entry is changed.
by Movax12
Thu May 28, 2015 10:37 am
Forum: Homebrew Projects
Topic: A Few Hello World 'Tests'
Replies: 36
Views: 12796

Re: A Few Hello World 'Tests'

More up-to-date documentation is here: http://cc65.github.io/doc/ca65.html
Most recent win32 binary (If you don't want to build your own): http://sourceforge.net/projects/cc65/

For charsets, maybe take a look at this post by thefox: viewtopic.php?p=129836#p129836
by Movax12
Mon May 25, 2015 4:40 am
Forum: SNESdev
Topic: "Animation engine" idea help.
Replies: 83
Views: 13083

Re: "Animation engine" idea help.

UnDisbeliever wrote:The primary issues were things like....
Thanks, I'll consider upgrading my code to support 65816.
by Movax12
Sun May 24, 2015 1:10 pm
Forum: Newbie Help Center
Topic: Best method for circular motion?
Replies: 23
Views: 6156

Re: Best method for circular motion?

That's called sin(x) and cos(x) ... Sorry I'm not a genius like you are. :roll: (Kidding!) All I know is that sin and cos can help you find the side measures of right triangles. (Would you believe that I'm in the advanced math class?) This idea could work though, right? This is the idea: http://www...
by Movax12
Sun May 24, 2015 11:46 am
Forum: SNESdev
Topic: "Animation engine" idea help.
Replies: 83
Views: 13083

Re: "Animation engine" idea help.

Well the macro code I wrote is designed for plain 6502, so it doesn't change register widths, not sure if a register was in 16 bit mode how it would affect the outcome of the flags and branches. I have to read more about 65816.
by Movax12
Sun May 24, 2015 10:10 am
Forum: SNESdev
Topic: "Animation engine" idea help.
Replies: 83
Views: 13083

Re: "Animation engine" idea help.

Why didn't my HL macro code work with 65816? I'm not even going to lie, but I have no clue what you're talking about. See this post: No, I'm coding using structure macros to bring a bit of High Level Assembly to the 65816. In structure.inc , UnDisbeliever says (reffering to my macros), "I first tri...
by Movax12
Fri May 22, 2015 9:39 am
Forum: General Stuff
Topic: Is Mega Man 2 easier than the other Mega Man games?
Replies: 29
Views: 7286

Re: Is Mega Man 2 easier than the other Mega Man games?

I've only played through mega man 1, 2 and 3, and mega man 2 is by far the easiest out of those. Not sure, but I think 3 is harder than 1.
by Movax12
Thu May 21, 2015 4:15 am
Forum: NESdev
Topic: Encountered this post (Screen Wrap Detection)
Replies: 8
Views: 2305

Re: Encountered this post (Screen Wrap Detection)

I do something very similar for metasprites at screen edge too.
by Movax12
Wed May 20, 2015 5:19 am
Forum: SNESdev
Topic: "Animation engine" idea help.
Replies: 83
Views: 13083

Re: "Animation engine" idea help.

Why didn't my HL macro code work with 65816?