Search found 192 matches

by darkhog
Sat Oct 20, 2018 3:00 pm
Forum: NESdev
Topic: My recent experience with ca65, asm6, nesasm, and wla-dx
Replies: 28
Views: 23334

Re: My recent experience with ca65, asm6, nesasm, and wla-dx

- Can't switch segments as in ca65, so order of things in file must match output (as far as I can tell). Sorry about digging up such old thread, but as far as I'm concerned, I'd consider it as a plus of ASM6 - it makes debugging more straightforward and you can know where you made a mistake if asse...
by darkhog
Sat Oct 20, 2018 2:49 pm
Forum: NES Music
Topic: Pently: a flexible, space-efficient NES music player
Replies: 94
Views: 138362

Re: Pently: a flexible, space-efficient NES music player

I see. Well, I hope it can be done eventually. As of instrument limit, it's pretty tight too. Can anything be done about it?
by darkhog
Sat Oct 20, 2018 2:33 pm
Forum: Newbie Help Center
Topic: Code for rendering numbers and text into nametable?
Replies: 10
Views: 5680

Re: Code for rendering numbers and text into nametable?

Okay, you convinced me. How does arithmetic for 0-9 bytes work then? And how much is it slower compared to standard ADC/SBC?

Additionally what's the fastest way to convert from normal bytes to 0-9 format 3 bytes for stuff like debug values that I may want to put on screen?
by darkhog
Sat Oct 20, 2018 2:24 pm
Forum: NESdev
Topic: Does anyone has ASM6 mapper 30 game template?
Replies: 20
Views: 9639

Re: Does anyone has ASM6 mapper 30 game template?

Reading and reading and I still don't understand what exactly to modify...
by darkhog
Sat Oct 20, 2018 4:51 am
Forum: NES Music
Topic: Pently: a flexible, space-efficient NES music player
Replies: 94
Views: 138362

Re: Pently: a flexible, space-efficient NES music player

I think you could sacrifice some songs to make possible to add more sound effects. I can't imagine any game using 128 songs while I can imagine a game using more than 64 sound effects.
by darkhog
Sat Oct 20, 2018 4:36 am
Forum: Wiki Issues
Topic: Suggestions to improve wiki's content
Replies: 10
Views: 15789

Re: Suggestions to improve wiki's content

Except these differences actually make some code non-trivial to translate, e.g. ca65 .bank syntax. Not to mention NESASM general weirdness. Other code could be hidden in some openable box, like [spoiler] bbcode tag that is present on certain forums (not this one though). 1. When you need to put sche...
by darkhog
Sat Oct 20, 2018 4:28 am
Forum: Newbie Help Center
Topic: Code for rendering numbers and text into nametable?
Replies: 10
Views: 5680

Re: Code for rendering numbers and text into nametable?

Alternatively you can store your numbers as one byte per base-10 digit. Instead of bytes being in the range [0, 255], you'd cap them to [0, 9]. This makes arithmetic more difficult And wastes precious RAM. No, thanks. I know you're trying to help and thanks for that, but this simply won't work for ...
by darkhog
Sat Oct 20, 2018 3:40 am
Forum: Newbie Help Center
Topic: Code for rendering numbers and text into nametable?
Replies: 10
Views: 5680

Code for rendering numbers and text into nametable?

This is somewhat of a noob thread so posting here. Does anyone has code for rendering numbers and text into nametable? Numbers for stuff like score and so on (or debug info) and text, because you know, text is important in games. Assuming obviously font tiles are uppercase only and ordered in a sane...
by darkhog
Sat Oct 20, 2018 3:34 am
Forum: NESdev
Topic: Does anyone has ASM6 mapper 30 game template?
Replies: 20
Views: 9639

Re: Does anyone has ASM6 mapper 30 game template?

So... ;---------------------------------------------------------------- ; constants ;---------------------------------------------------------------- MIRRORING = %0001 ;%0000 = horizontal, %0001 = vertical, %1000 = four-screen ;---------------------------------------------------------------- ; varia...
by darkhog
Fri Oct 19, 2018 3:55 pm
Forum: NESdev
Topic: Put a label into a Macro.
Replies: 9
Views: 5969

Re: Put a label into a Macro.

I'd strongly advise switching to ASM6 (or ASM6f if you need Mesen labels for debugging), syntax is much simpler (NESASM does several things very weirdly compared to most assemblers).
by darkhog
Fri Oct 19, 2018 2:37 pm
Forum: NESdev
Topic: Anyone got an ASM6f binary (exe)
Replies: 6
Views: 4722

Re: Anyone got an ASM6f binary (exe)

Thanks. Got one that works previously though from one guy (who had repo with working exe in it). I may test it later on though.
by darkhog
Fri Oct 19, 2018 2:33 pm
Forum: NESdev
Topic: Does anyone has ASM6 mapper 30 game template?
Replies: 20
Views: 9639

Re: Does anyone has ASM6 mapper 30 game template?

I may try but I probably wouldn't do it correctly (mostly talking about the header and bank definitions). For example, I don't know what iNES ID does mapper 30 have and if |mirroring of the mapper 2 template still applies. For reference, this is how actual mapper 2 template looks like (with triple s...
by darkhog
Fri Oct 19, 2018 2:24 pm
Forum: Wiki Issues
Topic: Suggestions to improve wiki's content
Replies: 10
Views: 15789

Suggestions to improve wiki's content

1. When you need to put schematic of a board, put actual schematic of the board (as an image), instead of terrible ascii art as it is case with e.g. UNROM-512 schematic on the wiki. 2. When putting code samples, translate it to most used assemblers (in this moment AFAIK that would be ca65, NESASM an...
by darkhog
Fri Oct 19, 2018 2:09 pm
Forum: NESdev
Topic: Does anyone has ASM6 mapper 30 game template?
Replies: 20
Views: 9639

Re: Does anyone has ASM6 mapper 30 game template?

I see. I feel like it'd be best if someone capable could make full UNROM-512 template here (in particular, bank definitions). I can handle actual logic such as initializing the PPU, setting up attributes and name tables and so on, but bank definitions and ines header... that stuff scares me. //edit:...
by darkhog
Fri Oct 19, 2018 1:10 pm
Forum: NESdev
Topic: Does anyone has ASM6 mapper 30 game template?
Replies: 20
Views: 9639

Re: Does anyone has ASM6 mapper 30 game template?

Yeah, but I kinda want self-flashing capability (battery-less saving and no bus conflicts) and CHR-RAM (for easy animated tiles).