Search found 38 matches

by Zutano
Fri Aug 16, 2019 7:32 am
Forum: Newbie Help Center
Topic: NESASM debug symbols in FCEUX?
Replies: 7
Views: 5523

Re: NESASM debug symbols in FCEUX?

Late to the party here, but this is the script I use to convert my projects (before I started using asm6f). Not sure if it works with multiple banks, I've only ever used it for NROM projects. #!/usr/bin/env python3 import sys, re with open(sys.argv[1], 'r') as fnsfile: for line in fnsfile: if ';' no...
by Zutano
Fri Jan 11, 2019 12:34 pm
Forum: Homebrew Projects
Topic: NESDev Compo Numbering
Replies: 16
Views: 7375

Re: NESDev Compo Numbering

Is changing the deadline out of the question? If the deadline was some time in the Fall, then it would leave time for people to work on cartridge releases before the holidays. Plus the game's release year could coincide with the compo year. You could still call it the "2020" competition, even though...
by Zutano
Fri Oct 05, 2018 2:46 pm
Forum: Newbie Help Center
Topic: Local variables - performance vs comfort
Replies: 13
Views: 5846

Re: Local variables - performance vs comfort

You could simulate some near-arbitrary stack access. ; Declare locals .rsset 0 varFoo .rs 1 varBar .rs 1 ; Init locals in reverse order LDA #$00 PHA ; init varBar PHA ; init varFoo ; Macro to access a given variable .macro getVar i TSX .repeat i INX .endrepeat LDA $0100, X .endmacro getVar varFoo ge...
by Zutano
Mon Sep 24, 2018 12:44 pm
Forum: NESdev
Topic: Detecting button combos / sequences
Replies: 6
Views: 4437

Re: Detecting button combos / sequences

You could make a state graph and represent it on the NES as jump/lookup tables. For example, your state graph might look like the following: +-----------+ +---------> A --> | High jump | | +-----------+ | +------+ +-----------+ +---------+ | Idle | --> Down --> | Crouching | --> B --> | Kicking | +-...
by Zutano
Tue Sep 18, 2018 9:49 am
Forum: NESdev
Topic: Compact /10 and %10 operations?
Replies: 22
Views: 8095

Re: Compact /10 and %10 operations?

I just use 100 byte lookup tables. :beer: This division routine with remainder is quite fast and needs 100 bytes' worth of tables. (I didn't test it extensively.) ; Start with 0-99 in A. ; Get the quotient and the remainder of A divided by 10. ; Needs 9 bytes and 14 cycles per operation and 100 byt...
by Zutano
Fri Jul 20, 2018 10:24 am
Forum: General Stuff
Topic: Windows 10 (1803) getting slower by the day?
Replies: 31
Views: 7580

Re: Windows 10 (1803) getting slower by the day?

There's lots of advantages to not going bare-metal on computers that can handle an OS. What happens when that old computer that's doing home automation tasks dies? If you wrote in a higher-level language in a Linux environment, you could safely move everything to another Linux environment without wo...
by Zutano
Thu Jul 19, 2018 12:48 pm
Forum: NESdev
Topic: Game logic doesn't execute when moved outside of NMI?
Replies: 14
Views: 2655

Re: Game logic doesn't execute when moved outside of NMI?

Instead of having one single "main loop", I have specific states that my game changes between (thus keeping something like the title screen completely separate from playing a level), and whenever I change state, I just JMP to the "main" loop of that particular state (or an initialization block lead...
by Zutano
Tue Jul 17, 2018 8:18 am
Forum: General Stuff
Topic: Windows 10 (1803) getting slower by the day?
Replies: 31
Views: 7580

Re: Windows 10 (1803) getting slower by the day?

An SSD can make a world of difference. I updated an old laptop of mine by replacing the HDD with a small SSD, and it felt like a new computer. Other than that, you could see if those games you and your kids play would run under Wine (Windows compatibility layer for Linux).
by Zutano
Mon Jul 02, 2018 12:01 pm
Forum: Newbie Help Center
Topic: asm6 issue
Replies: 10
Views: 3563

Re: asm6 issue

I have tried both with and without the "#", using Asm6 and running on the Nintendoulator (my real code, of course, not the sample snippet). In both cases, the Debug Disassembly shows the same code: D11A A5 2E LDA $2E = 05 D11C CD 60 C4 CMP $C460 = 08 D11F D0 07 BNE $D128 However, removing the "#" D...
by Zutano
Tue May 08, 2018 7:42 am
Forum: General Stuff
Topic: Byte-swap tool for Windows?
Replies: 6
Views: 3468

Re: Byte-swap tool for Windows?

You can do this pretty easily with Python (free and open source) with something like this for 16-bit words: with open('input.bin', 'rb') as input_file, open('output.bin', 'wb') as output_file: data = input_file.read() for i in range(0, len(data), 2): high = data[i] low = data[i + 1] output_file.writ...
by Zutano
Mon Mar 12, 2018 11:10 am
Forum: General Stuff
Topic: and i thought win10 had manners (short rant)
Replies: 27
Views: 5496

Re: and i thought win10 had manners (short rant)

A few months ago, I tried the disabling automatic updates using the method from this article: https://www.windowscentral.com/how-prevent-windows-10-rebooting-after-installing-updates I was tired of Windows restarting itself during long-running processes. It seems like it worked as far as I can tell...
by Zutano
Fri Feb 23, 2018 10:29 am
Forum: General Stuff
Topic: Flat Earth Convention
Replies: 27
Views: 6361

Re: Flat Earth Convention

Image
by Zutano
Tue Feb 20, 2018 6:01 am
Forum: General Stuff
Topic: Flat Earth Convention
Replies: 27
Views: 6361

Re: Flat Earth Convention

We will not stop until our Flat Earth message is spread all around the world.













/s
by Zutano
Tue Jan 30, 2018 7:26 pm
Forum: 2017 NESdev Competition
Topic: Progress Thread - LightShields
Replies: 12
Views: 13193

Re: Progress Thread - LightShields

Here's the latest version.
This will probably be the final version submitted, assuming there aren't any game-breaking bugs.
by Zutano
Fri Jan 26, 2018 3:19 pm
Forum: 2017 NESdev Competition
Topic: Progress Thread - LightShields
Replies: 12
Views: 13193

Re: Progress Thread - LightShields

Here's the latest version. The shields now become ineffective for 1 second after being shot. I chose the short recovery period to encourage players to move in closer to the shields. It's more dangerous, since they'd have less time to react to a bounce-back, but they'd also have a better chance of ge...