Search found 774 matches
- Mon Nov 25, 2019 2:04 am
- Forum: NESdev
- Topic: Putting together variable names with macros in cc65
- Replies: 15
- Views: 2896
Re: Putting together variable names with macros in cc65
That is the wrong version of the code, I must have hit ctrl+V not ctrl+C when I copied the final version..sorry #define WIDE2(x) L##x #define WIDE1(x) WIDE2(x) #define WFILE WIDE1(__FILE__) #define DO_LOG(x,l,f) {WCHAR buffer[512]; \ swprintf_s(buffer, 512, L"%s:%d %s", f, l, WIDE1(x)); \ OutputDebu...
- Sun Nov 24, 2019 3:10 am
- Forum: NESdev
- Topic: Putting together variable names with macros in cc65
- Replies: 15
- Views: 2896
Re: Putting together variable names with macros in cc65
the argument tokens are examined for macro calls, and expanded as necessary, just before insertion This is what you are seeing and what you would expect.. however the bit of text before it Unless the parameter in there placement sequence is preceded by #, or preceded or followed by ##, which is wha...
- Sat Nov 23, 2019 8:25 am
- Forum: NESdev
- Topic: Putting together variable names with macros in cc65
- Replies: 15
- Views: 2896
Re: Putting together variable names with macros in cc65
http://www2.cs.uregina.ca/~hilder/cs833/Other%20Reference%20Materials/The%20C%20Programming%20Language.pdf Page 189 and then 190. the argument tokens are examined for macro calls, and expanded as necessary, just before insertion This is what you are seeing and what you would expect.. however the bit...
- Sat Nov 23, 2019 3:47 am
- Forum: SNESdev
- Topic: New Super Mario Land
- Replies: 9
- Views: 1145
New Super Mario Land
Mario Land, with the "NEW SMB" graphics style on a SNES.. https://archive.org/details/newsupermarioland
It is both terrible and awesome at the same time
It is both terrible and awesome at the same time
- Sat Nov 23, 2019 12:17 am
- Forum: NESdev
- Topic: Putting together variable names with macros in cc65
- Replies: 15
- Views: 2896
Re: Putting together variable names with macros in cc65
I have some C source code (in cc65) where I connect variable names by macros: #define DECLARE_NUMBER_WITH_POSTFIX()\ int Number##CurrentPostfix #define CurrentPostfix A DECLARE_NUMBER_WITH_POSTFIX(); void Function(void) { NumberA = 1; } Your new example does have undefine which as noted in my post ...
- Fri Nov 22, 2019 3:21 am
- Forum: Newbie Help Center
- Topic: need help with 6502 assembly
- Replies: 5
- Views: 636
Re: need help with 6502 assembly
6502 is used in a lot of personal computers to which there are a pile of books on the subject. Sadly Bombjack.org is down but this is the "classical text" https://doc.lagout.org/programmation/asm/Machine%20Language%20for%20the%20Commodore%2064%20and%20Other%20Commodore%20Computers%20%5BButterfield%2...
- Fri Nov 22, 2019 3:01 am
- Forum: NESdev
- Topic: Putting together variable names with macros in cc65
- Replies: 15
- Views: 2896
Re: Putting together variable names with macros in cc65
What you want is basically illegal. You can not redefine a preprocessor value again, it should give you an error. So you would technically need to UNDEF thing, then DEF thing again. Baring in mind that a preprocessor should happen before anything else and is free to happen in any order it wants acro...
- Tue Nov 19, 2019 6:51 am
- Forum: SNESdev
- Topic: Target width for widescreen patches?
- Replies: 37
- Views: 9476
Re: Target width for widescreen patches?
are there any SNES side registers added so we can "stop widescreen" on layer 3 programatically. I had a quick look at Harvest Moon, and its mostly fine and dandy until a text box shows up, or the title screen appears, to which you get bad mirroring. Would probably be simple enough to toggle layer 3 ...
- Wed Nov 06, 2019 7:18 am
- Forum: Other Retro Dev
- Topic: Need help finding a C++ IDE for Windows XP under MIT license
- Replies: 4
- Views: 1136
Re: Need help finding a C++ IDE for Windows XP under MIT lic
For XP there is basically 1 option, Visual Studio, its was and still is the best code development tool there is, and when it comes to a GUI in windows, nothing even get close.. So nobody wasted their time competing with it. You can get XWindows stuff working on XP I think, it's nasty though, but the...
- Wed Oct 30, 2019 11:09 pm
- Forum: NESdev
- Topic: What is the most popular assembler used for NES?
- Replies: 4
- Views: 2892
Re: What is the most popular assembler used for NES?
maybe 64tass, you can just set up sections, and then send things to it, this way you can make 'procs' and then just put them in BANK0 BANK1 etc. ZP
It basically has a built in linker and it is N pass, so you can do some voodoo with it. http://tass64.sourceforge.net/
It basically has a built in linker and it is N pass, so you can do some voodoo with it. http://tass64.sourceforge.net/
- Tue Oct 08, 2019 11:19 pm
- Forum: NESdev
- Topic: Historical Development Environment
- Replies: 6
- Views: 5517
Re: Historical Development Environment
Nasir Gebelli used an Apple ][ for Final Fantasy In Europe the PDS system was the "go to" but I don't think they made an official NES board. However using a c64 for debugging might have been nice and probably faster. the ODK probably would have supported it but all information about it has evaporate...
- Sun Oct 06, 2019 6:49 am
- Forum: Other Retro Dev
- Topic: Help with DS reverseing
- Replies: 7
- Views: 3402
Re: Help with DS reverseing
Is there any way to search ram in No$GBA, I can use DSemu to find an address but because the game dynamically allocs everything the address doesn't mean anything when I run it in No$GBA. Being able to search the snapshots would do, but there doesn't seem to be any docs on its format, and its a 2MB f...
- Tue Oct 01, 2019 5:00 am
- Forum: Other Retro Dev
- Topic: Help with DS reverseing
- Replies: 7
- Views: 3402
Re: Help with DS reverseing
Indeed, just for this kind of work I feel having something that lets me look around the code base, and breaks up functions, understands param passing etc would really help. As basically I'm looking for "code sets 1 bit somewhere" this then causes the screen transition to happen.. this goes through a...
- Mon Sep 30, 2019 3:03 am
- Forum: Other Retro Dev
- Topic: Help with DS reverseing
- Replies: 7
- Views: 3402
Re: Help with DS reverseing
indeed it does, I was looking at the text mode registers not the affine registers XD Sadly the code the modifies them is thrice removed and it seems the code that holds the data for the transforms is newed from a bucket.. which makes finding the code that sets up said operations tricky.. are there a...
- Fri Sep 27, 2019 10:23 am
- Forum: Other Retro Dev
- Topic: Help with DS reverseing
- Replies: 7
- Views: 3402
Help with DS reverseing
effect.BMP So I'm trying to find the code that does the fancy reveal effect on the top screen.. but I can't work out how it is done. Nothing in sprites or the Backgrounds. there is no HBlank IRQ set that I can see, so it not changing the window "HDMA" style.. Its on Engine B so its not using the "3...