Search found 2031 matches

by FrankenGraphics
Mon May 20, 2019 11:20 am
Forum: NESdev
Topic: Why not read controllers in NMI?
Replies: 50
Views: 47418

Re: Why not read controllers in NMI?

tepples wrote:In the not PAL NES case, the OAM updates immediately precede controller reading. In the PAL NES case, this defect in the DMA unit was fixed in the 2A07.
lol, i forgot this little detail only a few posts after saying so :lol:
by FrankenGraphics
Mon May 20, 2019 8:18 am
Forum: NESdev
Topic: Why not read controllers in NMI?
Replies: 50
Views: 47418

Re: Why not read controllers in NMI?

Yeah, as long as those vram updates are consistent or otherwise guaranteed to check out on an odd cycle so that the example code (or something equivalent) is aligned, that would work fine. But you might have conditionals and varying lenghts of vram updates. Then it's not so simple anymore. (One migh...
by FrankenGraphics
Mon May 20, 2019 7:32 am
Forum: NESdev
Topic: Why not read controllers in NMI?
Replies: 50
Views: 47418

Re: Why not read controllers in NMI?

Doesn't it require the OMA-DMA to come last in vblank? It's not a requirement, as far as i remember. There's the inconvenience that you you get the order OAMDMA, controller reads, other graphics updates, music. rather than OAMDMA, other graphics updates, controller reads, music. for an update order...
by FrankenGraphics
Sun May 19, 2019 5:12 am
Forum: NESdev
Topic: Why not read controllers in NMI?
Replies: 50
Views: 47418

Re: Why not read controllers in NMI?

The DMC fix is very advanced, and I'm not sure it's fully PAL compatible either. The theory behind is in-depth but the implementation is plug and play, provided there's nothing in your game that makes controller reads right after OAMDMA directly unsuitable. the PAL version doesn't have the dmc bug ...
by FrankenGraphics
Thu May 16, 2019 7:56 am
Forum: NESdev
Topic: What is the correct way to create an array in Asm6?
Replies: 15
Views: 12266

Re: What is the correct way to create an array in Asm6?

Knowing how to avoid the occurence from happening again is enough for me, so thanks for the explanation. The incident happened a few days ago and i didn't care to document it as soon as i had it fixed.. More out of curiosity than anything, would it make sense for an assembler to filter out these cha...
by FrankenGraphics
Thu May 16, 2019 1:29 am
Forum: NESdev
Topic: What is the correct way to create an array in Asm6?
Replies: 15
Views: 12266

Re: What is the correct way to create an array in Asm6?

yeah it's the corrected line you copied, so it should definitely work. i didn't keep the faulty one, but i guarantee it was visually identical to the one posted, yet didn't assemble.

I used np++, "encode in utf-8". would this allow for invisible characters?
by FrankenGraphics
Wed May 15, 2019 11:44 pm
Forum: NESdev
Topic: What is the correct way to create an array in Asm6?
Replies: 15
Views: 12266

Re: What is the correct way to create an array in Asm6?

One thing to look out for a bit when doing arrays in asm6 particularily: i got the "additional characters" error on this line: .db $4b,$ff,$02,$00,$01,$09,$ff,$ff,$0f,$1b,$0a,$17,$14,$0e,$17,$10,$1b,$0a,$19,$11,$12,$0c,$1c although there's positively nothing wrong with it. i think it's a bug related...
by FrankenGraphics
Wed May 15, 2019 7:44 am
Forum: NES Hardware and Flash Equipment
Topic: trouble with inl flasher tool. any suggestions?
Replies: 2
Views: 6595

Re: trouble with inl flasher tool. any suggestions?

Paul kindly helped me solve this:

this version of the mapper 30 .lua works, whereas the one currently on gitlab seems not to, at least with my particular setup. If you have an old pre- 2.0 board (using an AVR), this might go for you too.

https://www.dropbox.com/s/naxrms14dq035 ... 2.lua?dl=0
by FrankenGraphics
Wed May 15, 2019 4:24 am
Forum: NES Hardware and Flash Equipment
Topic: trouble with inl flasher tool. any suggestions?
Replies: 2
Views: 6595

trouble with inl flasher tool. any suggestions?

I'm using an oct 2014 v1.4 INL retro dumper board. the firmware is updated to 2.1.x in order to flash newer cartridges, which according to documentation should be working perfectly with all previous versions of the flasher board. this also means i need to use the new flash tool; inlretro.exe. the wh...
by FrankenGraphics
Sat May 11, 2019 12:33 am
Forum: NESdev
Topic: posting code in hopes of peer reviews.
Replies: 21
Views: 13529

Re: posting code in hopes of peer reviews.

i think if the incoming ID to the subroutine is #0 or otherwise has no modulo left from AND #7, a BNE would have the Y-loop wrap around for 255 more iterations. on the other hand, using bpl, an incoming ID of #7 can push the bitmask into carry, missing every 8th trigger bit. so this: @loop: beq @ski...
by FrankenGraphics
Fri May 10, 2019 4:18 pm
Forum: NESdev
Topic: posting code in hopes of peer reviews.
Replies: 21
Views: 13529

Re: posting code in hopes of peer reviews.

hm... for all intents and purposes it doesn't seem to matter? watching RAM in the hex editor, the same bit in the same byte gets picked.
by FrankenGraphics
Fri May 10, 2019 1:39 pm
Forum: NESdev
Topic: posting code in hopes of peer reviews.
Replies: 21
Views: 13529

Re: posting code in hopes of peer reviews.

except that at the top of each loop, we check for y to be 0, in that case: we escape the loop to @skip. but if myTemp1 sets carry before that, i think we end up with an empty bitmask. so to correct myself, it's its the cpy / beq that makes it work, seemingly, and it seems to me the bcc messes this u...
by FrankenGraphics
Fri May 10, 2019 1:30 pm
Forum: NESdev
Topic: posting code in hopes of peer reviews.
Replies: 21
Views: 13529

Re: posting code in hopes of peer reviews.

Oh, i see dey only affects n and z, according to http://www.6502.org/tutorials/6502opcodes.html#DEY but asl myTemp1 sets carry, which is why it has seemingly worked for the most time. but it seems i can end up with a fully negating bitmask that way on every 8th incoming ID that way - that would expl...
by FrankenGraphics
Fri May 10, 2019 6:26 am
Forum: NESdev
Topic: posting code in hopes of peer reviews.
Replies: 21
Views: 13529

Re: posting code in hopes of peer reviews.

This is what i use to get individual bits from 32 byte chunks. I think it is fine, but could use a critical look. I have this particular problem where i use this routine to get a semi-persistent state for any screen ID, but some particular screens on my map don't register a change. I've gone through...
by FrankenGraphics
Tue May 07, 2019 3:27 am
Forum: NES Graphics
Topic: Dev tools: MAPeD-SPReD [win/linux]
Replies: 33
Views: 35645

Re: Dev tools: MAPeD(NES), SPReD(NES)

Looking forward to try these out in a while! Looks really neat.