Search found 112 matches

by kikutano
Mon Dec 03, 2018 3:11 am
Forum: NESdev
Topic: Prevent error "Bank overflow, offset > $1FFF!"
Replies: 12
Views: 5035

Re: Prevent error "Bank overflow, offset > $1FFF!"

Ok thanks! My question is: Can I add a "bank 3" and add 8k for my code? :)
by kikutano
Mon Dec 03, 2018 2:34 am
Forum: NESdev
Topic: Prevent error "Bank overflow, offset > $1FFF!"
Replies: 12
Views: 5035

Re: Prevent error "Bank overflow, offset > $1FFF!"

I deleted a lot of old code, so now it compile without problem. Btw I have this: segment usage: ZP - BSS - USED/FREE BANK 0 2806/5386 BANK 1 7039/1153 BANK 2 8192/ 0 ---- ---- 18K 6K Bank overflow can depend on compiler? If I switch on another compiler this can be fixed? Thanks!
by kikutano
Mon Dec 03, 2018 1:31 am
Forum: NESdev
Topic: Prevent error "Bank overflow, offset > $1FFF!"
Replies: 12
Views: 5035

Prevent error "Bank overflow, offset > $1FFF!"

Hello to everyone, I'm working on my NES game every weekend, and everytime I discover a new limit on this machine :P. This time the compiler ( NESASM ) give me this error " Bank overflow, offset > $1FFF! ". I supposed it depend on how many code I write in a single bank. So my question is, how can I ...
by kikutano
Sun Oct 21, 2018 6:34 am
Forum: NESdev
Topic: Put a label into a Macro.
Replies: 9
Views: 4635

Re: Put a label into a Macro.

Ok, where I can find some documentation about ASM6 and Nes?
by kikutano
Fri Oct 19, 2018 8:40 am
Forum: NESdev
Topic: Put a label into a Macro.
Replies: 9
Views: 4635

Re: Put a label into a Macro.

If I put a dot before the label, it seems working:

Code: Select all

MACROPutEnemyOnScene .macro
  lda $2002             
  lda #$20
  sta $2006             
  lda #$00
  sta $2006

  ldy #$00
.LoadTargetSpriteLoop:
  lda \1, y 
  sta \2, y
  iny 
  cpy #$08
  bne .LoadTargetSpriteLoop
  .endm
by kikutano
Fri Oct 19, 2018 8:38 am
Forum: NESdev
Topic: Put a label into a Macro.
Replies: 9
Views: 4635

Re: Put a label into a Macro.

The documentation ( https://github.com/thentenaar/nesasm/blob/master/documentation/usage.txt ) say: Symbols ------- Two types of symbol are supported, global symbols and local symbols. Local symbols are preceded by a dot '.' and are valid only between two global symbols. A symbol can be followed by ...
by kikutano
Fri Oct 19, 2018 8:36 am
Forum: NESdev
Topic: Put a label into a Macro.
Replies: 9
Views: 4635

Re: Put a label into a Macro.

tepples wrote:Which assembler is this for? The answer might be in the assembler's man page.
NesAsm 3.1 .
by kikutano
Fri Oct 19, 2018 8:29 am
Forum: NESdev
Topic: Put a label into a Macro.
Replies: 9
Views: 4635

Put a label into a Macro.

Hello to everyone, I'm implementing a Macro that put an enemy on the screen in this way: MACROPutEnemyOnScene .macro lda $2002 lda #$20 sta $2006 lda #$00 sta $2006 ldy #$00 LoadTargetSpriteLoop: lda \1, y sta \2, y iny cpy #$08 bne LoadTargetSpriteLoop .endm And i use it like this: lda #LOW( target...
by kikutano
Sat Oct 06, 2018 3:13 am
Forum: NESdev
Topic: How big can be the .chr file?
Replies: 6
Views: 4224

Re: How big can be the .chr file?

I see, thanks! :) Maybe I will try to put everything on 40kb game :P .
by kikutano
Sat Oct 06, 2018 3:00 am
Forum: NESdev
Topic: How big can be the .chr file?
Replies: 6
Views: 4224

Re: How big can be the .chr file?

So I've to "unload" and "load" 512 tiles at time?
by kikutano
Sat Oct 06, 2018 2:38 am
Forum: NESdev
Topic: How big can be the .chr file?
Replies: 6
Views: 4224

How big can be the .chr file?

Hello to everyone! Another noob question about Nes Dev. I'm writing the frames for my animations on a .chr file so I need to know what's the max size of .chr to put my graphics into. So what's the size limit? What's the best way to put the entire graphics of the game into a chr ad read it? Thanks! :)
by kikutano
Sat Sep 15, 2018 2:01 am
Forum: NESdev
Topic: Noob question about lda and lda #
Replies: 3
Views: 3297

Re: Noob question about lda and lda #

Thanks a lot!
by kikutano
Sat Sep 15, 2018 1:26 am
Forum: NESdev
Topic: Noob question about lda and lda #
Replies: 3
Views: 3297

Noob question about lda and lda #

Hello to everyone, I've another noob question on ASM 6052. I can't really understand the difference between LDA VARIABLE and LDA #VARIABLE. To be more precise: I've a variable: EM_ENEMY_1_STATE .rs 1 and a constant: PLAYER_STATUS_WALK = $0001 I know that if I do LDA #EM_ENEMY_1_STATE it load the ADD...
by kikutano
Thu Aug 02, 2018 9:29 am
Forum: NESdev
Topic: Noob question about .db
Replies: 2
Views: 1788

Re: Noob question about .db

Great! It works! :) Thanks

In NESASM

Code: Select all

; Fill the pointer
  LDA #LOW(an_player_walk)
  STA AN_PLAYER_TO_LOAD+0
  LDA #HIGH(an_player_walk)
  STA AN_PLAYER_TO_LOAD+1

  LDA [AN_PLAYER_TO_LOAD],y
by kikutano
Thu Aug 02, 2018 9:00 am
Forum: NESdev
Topic: Noob question about .db
Replies: 2
Views: 1788

Noob question about .db

Hello again! I've two declarations like this: an_player_idle: .db $00,$01,$10,$11,$20,$21,$30,$31,$40,$41 an_player_walk: .db $04,$05,$14,$15,$24,$25,$34,$35,$44,$45 So I can set the idle animation in this way: SetAnIdle: LDX #$01 LDY #$00 SetAnIdleLoop: LDA an_player_idle, y STA SPRITE_RAM, x INY I...