Search found 28 matches

by yesyesyall
Sun Jul 30, 2017 2:22 pm
Forum: NESdev
Topic: A question about "#>" and "#<" in 6502
Replies: 12
Views: 3230

Re: A question about "#>" and "#<" in 6502

Thanks so much, everyone. It makes sense now.

Good point about the presence of the binary operator not necessarily indicating a literal value, rainwarrior. I haven't considered the possibility of using a binary number for an address, so that's food for thought. Clears things up!
by yesyesyall
Sun Jul 30, 2017 1:40 pm
Forum: NESdev
Topic: A question about "#>" and "#<" in 6502
Replies: 12
Views: 3230

A question about "#>" and "#<" in 6502

On the APU basics page of the NESDev wiki, there is some code that "plays a 400 Hz square wave (50% duty) at maximum volume: " jsr init_apu lda #<279 sta $4002 lda #>279 sta $4003 lda #%10111111 sta $4000 I know that #% is how you get the literal value for a binary number, and #$ is how you do that ...
by yesyesyall
Sat Jul 08, 2017 5:30 pm
Forum: General Stuff
Topic: PICO-8, fantasy console
Replies: 25
Views: 6718

Re: PICO-8, fantasy console

As far as the constraints implemented in PICO-8 go, I think they were put there to make working in PICO-8 a design problem more than a platform for viable games as we might think of them. There are some pretty good little "carts" (this is what the PICO-8 calls its distributables), but they all feel ...
by yesyesyall
Thu Apr 07, 2016 7:50 pm
Forum: General Stuff
Topic: I said I'd leave, but...
Replies: 8
Views: 2344

Re: I said I'd leave, but...

If your only reason to be here is to attack someone else, I hope you're banned so this nonsense can stop. I believe I speak for the majority when I say that WE DON'T GIVE A FUCK ABOUT WHAT PEOPLE DO OUTSIDE OF THE FORUMS AS LONG AS THEIR PARTICIPATION HERE DOESN'T OFFEND ANYONE. People are jackasse...
by yesyesyall
Tue Apr 19, 2011 6:54 am
Forum: NES Graphics
Topic: I want to learn to draw
Replies: 9
Views: 6694

jon kricfalusi is a genius
by yesyesyall
Wed Mar 30, 2011 12:47 pm
Forum: NESdev
Topic: NDX (Nintendulator Debug Extensions)
Replies: 104
Views: 45361

oh, okay. yeah, it does. every time i press F8, it loads the state, but also automatically switches PPU mode one down. (for example, if i am in PAL and load a state, the state is loaded and the mode is switched to Hybrid. if i am in hybrid, the state is loaded and 'wraps around' to NTSC mode.)
by yesyesyall
Wed Mar 30, 2011 11:01 am
Forum: Homebrew Projects
Topic: FPGA Mandelbrot With Code!
Replies: 6
Views: 7064

had to google what fpga was. this is amazing. i try to collect as many of those old art matix mandlebrot/julia set videos as i can. mandlebrot set on nes possibility?

edit: want to restate that this is truly fucking awesome
by yesyesyall
Wed Mar 30, 2011 7:36 am
Forum: NESdev
Topic: NDX (Nintendulator Debug Extensions)
Replies: 104
Views: 45361

ah, okay! thanks! is there a simple way i can stop that, or would it require surgery? i can revert to older versions, but i LOVE everything about my current version except for that little thing.
by yesyesyall
Sun Mar 27, 2011 9:05 pm
Forum: NESdev
Topic: Funny idea for a NES game boss
Replies: 10
Views: 4889

it's gonna be so hard to code the movement for all five spice girls at once, let alone the dynamic motion of n'sync
by yesyesyall
Sun Mar 27, 2011 8:57 pm
Forum: Newbie Help Center
Topic: Hexadecimal: Your new best friend - (T_T)
Replies: 10
Views: 3275

i started learning programming concepts at the same time i started learning asm (which is to say, totally from scratch) about a month and a week ago. because i have done it like this, i don't understand the terminology surrounding hex editing. what do you mean "building tables?" i can probably answe...
by yesyesyall
Sun Mar 27, 2011 5:54 pm
Forum: NESdev
Topic: NDX (Nintendulator Debug Extensions)
Replies: 104
Views: 45361

every time i load a state, the mode changes from ntsc, pal, or hybrid. anyone else getting this bug?
by yesyesyall
Sun Mar 27, 2011 5:35 pm
Forum: Newbie Help Center
Topic: Hexadecimal: Your new best friend - (T_T)
Replies: 10
Views: 3275

actually, it covers that pretty close to the top of the page

yours is more clear, though
by yesyesyall
Sat Mar 26, 2011 6:18 pm
Forum: Homebrew Projects
Topic: [Updated 05/08/2011] Adventure Game Demo
Replies: 30
Views: 15288

nub question from total nub: are those fade outs done via code instructing pallette changes or via code instructing "saturation" changes in the ppu register? ..or is it something else totally?
by yesyesyall
Fri Mar 25, 2011 8:57 pm
Forum: General Stuff
Topic: Useful game bugs (homebrew or commercial)
Replies: 29
Views: 7147

do you know why the gg sets sound registers? and also, when you say megaman does not, do you mean that the code for megaman doesn't clear the sound registers habitually?
by yesyesyall
Fri Mar 25, 2011 5:53 pm
Forum: NESdev
Topic: Mario Kart NES?
Replies: 22
Views: 9528

and http://en.wikipedia.org/wiki/Galaxie_500 galaxie 500, while you're at it