Search found 375 matches

by nicklausw
Fri Jul 24, 2020 9:09 pm
Forum: General Stuff
Topic: Making "Good" Assembly Code
Replies: 73
Views: 3319

Re: Making "Beautiful" Assembly Code

Dwedit wrote:
Fri Jul 24, 2020 5:58 pm
Sometimes I get the idea that the word "Beautiful" appearing in the subject is attracting spambots.

Edit: I am convinced that this thread title is the sole reason why there is a sudden influx of porn spam links.
Fixed to something less suggestive.
by nicklausw
Thu Jul 23, 2020 8:10 pm
Forum: General Stuff
Topic: Making "Good" Assembly Code
Replies: 73
Views: 3319

Re: Making "Beautiful" Assembly Code

Let's end the abbreviation wars once and for all with Verbose-Assembler: the vastly verbose assembler for the fully foreseeable future. Load accumulator with hexadecimal number 12. Store accumulator into zero page address hexadecimal number A2. Supports every word you'd need, along with every synony...
by nicklausw
Thu Jul 23, 2020 11:00 am
Forum: General Stuff
Topic: Making "Good" Assembly Code
Replies: 73
Views: 3319

Re: Making "Beautiful" Assembly Code

What do you expect to be in the original place? I'd expect $00. Not sure why, just sounds right. Stick to the convention of 1 thing per line, whether it be an instruction, a label, or a macro invocation. Don't even consider condensing code. This seems to be the consensus, and I usually stick to tha...
by nicklausw
Tue Jul 21, 2020 9:51 pm
Forum: General Stuff
Topic: Making "Good" Assembly Code
Replies: 73
Views: 3319

Re: Making "Beautiful" Assembly Code

Macros to the rescue. Really. You can raise the level of the language a lot, reducing source-code length, improving readability and maintainability, reducing bugs, and improving development time. In most cases, there will be zero penalty in run speed or memory taken, because the macros assemble exa...
by nicklausw
Mon Jul 20, 2020 1:23 pm
Forum: General Stuff
Topic: Making "Good" Assembly Code
Replies: 73
Views: 3319

Making "Good" Assembly Code

(The code in this post is for SNES, but it pertains to any assembly language). I'm alive, despite the one post in the last 2 years. Time flies. Why the time away from here? Life, and also because of an issue I've had anytime I try and come back to assembly coding: it's so ugly. For instance, see my ...
by nicklausw
Wed May 29, 2019 7:44 pm
Forum: SNESdev
Topic: X816 Assembler > YMAS
Replies: 23
Views: 26453

Re: X816 Assembler > YMAS 0.0180c

asm16 is a fork of asm6/asm6f (6502 assembler) but intended for 65816. It comes with no documentation, no syntax details, no examples (the stuff in test/ does not actually use TW ). which to me immediately says "throw this out and do not use it ever". Good thinking, as much as I hate to say it. asm...
by nicklausw
Sat Apr 07, 2018 5:49 am
Forum: SNESdev
Topic: SNES LoROM mapping
Replies: 6
Views: 3595

Re: SNES LoROM mapping

You can jump to a long address; some assemblers make you use jml rather than jmp though, or jsl rather than jsr . You can also load from a long address, but yes, in that example setting data bank to $01 would be an option. lda $018000 (okay, or...) lda #$01; pha; plb; lda $8000 (same thing). Always ...
by nicklausw
Mon Mar 19, 2018 3:03 pm
Forum: SNESdev
Topic: Whatcha want in a fighting game?
Replies: 62
Views: 21418

Re: Whatcha want in a fighting game?

Hey, time for bumps. I've finally come back to this project after not having time to think about it (high school isn't calming down near the end of my time there, sadly). So far, the only progress made is that the project is using HiROM now, a feat I didn't expect to get done without having to come ...
by nicklausw
Thu Oct 26, 2017 7:37 pm
Forum: SNESdev
Topic: new bsnes-plus debugging features
Replies: 39
Views: 16917

Re: new bsnes-plus debugging features

This looks quite comprehensive! The ability to load symbols from a file is something I'd find very useful, but I use CA65 as my assembler instead of WLA, so the symbol files probably won't be compatible. Depending on the structure of ca65's symbol files, you could do what I did and have a lua scrip...
by nicklausw
Thu Sep 28, 2017 4:26 pm
Forum: General Stuff
Topic: Ataribox
Replies: 17
Views: 4339

Re: Ataribox

Part of me wants to jump on the Ataribox train. Another part of me remembers how relieved I was when I didn't jump on the Ouya train, and witnessed it crash not long after. Might just be that again (except with some guaranteed retro fun). Steam Machines (vaporware) Useless but humorous comment: I st...
by nicklausw
Wed Sep 20, 2017 7:45 pm
Forum: General Stuff
Topic: Is it possible to program Raspberry Pi in assembly?
Replies: 91
Views: 13562

Re: Is it possible to program Raspberry Pi in assembly?

Dwedit wrote:If you want to code assembly and have bare metal access to hardware, try the GBA or NDS.
Somewhat simple example. I think it might actually use libnds so it doesn't exemplify hardware access very well, but it shows you the bare basics behind setting up an assembly project for DS.
by nicklausw
Sun Sep 17, 2017 7:22 pm
Forum: SNESdev
Topic: SNES sprites hardware issue
Replies: 13
Views: 4637

Re: SNES sprites hardware issue

So the solution to the problem turned out to be something pretty ridiculous. Usually when you end up with an incorrect opcode size in your code, your code just doesn't work. It eventually will hit a brk or something, maybe a return or something. But in my sprite clearing routine, that uh...that didn...
by nicklausw
Sun Sep 17, 2017 6:52 pm
Forum: SNESdev
Topic: SNES sprites hardware issue
Replies: 13
Views: 4637

Re: SNES sprites hardware issue

Huh...changing the OAM transfer code to not copy the high table at all causes the example to work perfectly upon reset. I think I'm not using the high table code properly.
by nicklausw
Sun Sep 17, 2017 3:53 pm
Forum: SNESdev
Topic: SNES sprites hardware issue
Replies: 13
Views: 4637

SNES sprites hardware issue

Hey, look, bsnes-plus says I've made a bit of progress in my fighting game! A 32x32 portion of Sektor appears as a sprite. https://i.imgur.com/tCHJvX1.png higan says so too on my desktop, except I can't provide a screenshot (haven't bothered building higan on this slow laptop). Well, uh, my SNES dis...
by nicklausw
Fri Sep 15, 2017 2:14 pm
Forum: SNESdev
Topic: Whatcha want in a fighting game?
Replies: 62
Views: 21418

Re: Whatcha want in a fighting game?

psycopathicteen wrote:Something that doesn't have black bars
Not sure what this means. Is that a hardware issue?

I've been looking at everyone else's input too, by the way, just need to take the time to take everything into consideration.