Search found 370 matches

by nicklausw
Thu Jun 01, 2017 10:30 am
Forum: SNESdev
Topic: bsnes-plus and xkas-plus (new debugger and assembler)
Replies: 204
Views: 132296

Re: bsnes-plus and xkas-plus (new debugger and assembler)

HihiDanni wrote:There's an InitSNES routine floating around that you can use.
This works for me, but it's a mess due to taking code from different locations. I've cleaned it up myself but haven't put it online yet and probably won't for a while, so.
by nicklausw
Wed May 31, 2017 10:24 pm
Forum: General Stuff
Topic: NesDev designs a console
Replies: 123
Views: 17846

Re: NesDev designs a console

Is there a limit on number of registers? That's pretty detrimental to the whole C thing important in terms of making the CPU C-friendly, for better wording.
by nicklausw
Tue May 30, 2017 8:09 pm
Forum: General Stuff
Topic: Cynical Espozo (and others)'s grand list of "overrated"
Replies: 79
Views: 12732

Re: Cynical Espozo (and others)'s grand list of "overrated"

FO3 is the only one of the three I beat; FO;NV felt like the exact same thing except more poorly designed, which is why I never bothered beating it after I beat FO3. Poorly designed as in buggy or bad game design? The former is undeniable, but NV is so much better than 3 in terms of pretty much eve...
by nicklausw
Mon May 29, 2017 9:25 am
Forum: SNESdev
Topic: Rotating BIG sprites
Replies: 24
Views: 7670

Re: Rotating BIG sprites

Looks great on bsnes, but black screen on hardware (3 attempts) and ZSNES.
by nicklausw
Mon May 29, 2017 9:08 am
Forum: SNESdev
Topic: Alternative assembler recommendations?
Replies: 42
Views: 9768

Re: Alternative assembler recommendations?

foo is just a label, not a namespace. If you had foo.s: .include "foo.inc" .code foo: foo.inc: .global foo And main.s: .include "foo.inc" .code main: jmp foo This would work without error. ( .code is short for .segment "CODE" ). Edit, forgot to mention that you could do what thefox said and change f...
by nicklausw
Sun May 28, 2017 7:05 pm
Forum: Other Retro Dev
Topic: N64 programming (libdragon)
Replies: 66
Views: 77417

Re: N64 programming (libdragon)

That looks absolutely amazing.
by nicklausw
Sun May 28, 2017 7:03 pm
Forum: General Stuff
Topic: Why was the Japanese version of Zelda 2 in english
Replies: 18
Views: 4594

Re: Why was the Japanese version of Zelda 2 in english

The Japanese seem to "stylize" things with English a lot. Maybe to look more appealing overseas?
by nicklausw
Sun May 28, 2017 12:52 pm
Forum: SNESdev
Topic: Alternative assembler recommendations?
Replies: 42
Views: 9768

Re: Alternative assembler recommendations?

Why not just pass Tileset to the macro and then inside it use .bank and .loword?

Also, .global works wonders. Cuts imports and exports in half.
by nicklausw
Tue May 23, 2017 1:17 pm
Forum: SNESdev
Topic: PCX2SNES (somehow) incorectly generates palette colors
Replies: 13
Views: 3754

Re: PCX2SNES (somehow) incorectly generates palette colors

calima wrote:The source is available according to google?
Seems so. Would have been nice back in early 2015 when I couldn't find it anywhere, and part of me doesn't even want to take back my earlier statement for that reason. Distributing executables only for a one-file C program is bleh.
by nicklausw
Tue May 23, 2017 11:32 am
Forum: SNESdev
Topic: PCX2SNES (somehow) incorectly generates palette colors
Replies: 13
Views: 3754

Re: PCX2SNES (somehow) incorectly generates palette colors

I've always assumed that pcx2snes secretly runs neviksti's palette correction program inside itself before calculating the palette. My only guess as to why it isn't always accurate. Is that true? No one's ever gonna dig through an x86 binary to find out so I say forget about it and use snes tile too...
by nicklausw
Mon May 22, 2017 12:54 pm
Forum: SNESdev
Topic: Alternative assembler recommendations?
Replies: 42
Views: 9768

Re: Alternative assembler recommendations?

thefox, your example confuses me because this also works without problem. (note to self: archive links)
by nicklausw
Mon May 22, 2017 4:36 am
Forum: SNESdev
Topic: Why did Super Mario RPG and Kirby Super Star use an SA-1?
Replies: 81
Views: 21103

Re: Why did Super Mario RPG and Kirby Super Star use an SA-1

I wouldn't call this drama, just slight radicalism causing conflict.

I don't really think it's fair to be mad at commercial SNES devs for poor code. Mine would look similar if I had to work on old hardware with a deadline.
by nicklausw
Mon May 22, 2017 3:50 am
Forum: SNESdev
Topic: Alternative assembler recommendations?
Replies: 42
Views: 9768

Re: Alternative assembler recommendations?

Really, the only thing I like about ca65 is that there's as of yet nothing I could think of that its macro language can't accomplish I have one (do chime in if I'm wrong): its C-like define cannot take more than one parameter, and the normal macro cannot be used for partial things (parameters to in...
by nicklausw
Sun May 21, 2017 12:47 pm
Forum: General Stuff
Topic: The exact moment you were drawn into a game.
Replies: 9
Views: 2683

Re: The exact moment you were drawn into a game.

Super Metroid, honestly the moment the intro sequence transitioned to the title, that bass got me. I hadn't even started playing and I was hooked. Final Fantasy 7, when Cloud cross-dressed to seduce the Don; golden moment that told me that this game was gonna be worth it. Final Fantasy 9, when I got...
by nicklausw
Fri May 19, 2017 8:18 pm
Forum: SNESdev
Topic: Alternative assembler recommendations?
Replies: 42
Views: 9768

Re: Alternative assembler recommendations?

I might as well at least mention my assembler asm16. I'd actually recommend you go ca65 since it would be easier to port WLA code to it but this is a good time for me to see what people want that asm16 may lack. - Fully featured 65816 assembler, generates correct code (duh) - Ability to include sour...