Search found 214 matches
- Sat Feb 27, 2021 1:58 pm
- Forum: NESdev
- Topic: How can i hack Graphics of a game without CHR Rom?
- Replies: 5
- Views: 215
Re: How can i hack Graphics of a game without CHR Rom?
I took a quick look. Decoding the tiles is the first thing it does after vBlank wait and memory clear. GL
- Fri Feb 26, 2021 3:06 pm
- Forum: 2020 NESdev Competition
- Topic: 2020/21 NESDev Competition
- Replies: 9
- Views: 4354
- Sun Feb 21, 2021 10:58 am
- Forum: NESemdev
- Topic: Mesen - NES Emulator
- Replies: 911
- Views: 482586
Re: Mesen - NES Emulator
Mesen doesn't seem to allow me to push A, B, Select, and Start simultaneously This is probably not Mesen. This is probably your keyboard =p Most do not register all of the keys all of the time. Some of the old school IBM PS2 port or high end gaming keyboards will register every key all of the time,...
- Tue Feb 16, 2021 2:07 pm
- Forum: Newbie Help Center
- Topic: BRK masking bug and reliability of B pseudoflag
- Replies: 35
- Views: 1919
Re: BRK masking bug and reliability of B pseudoflag
An important part about the "bit in the memory" is that it can be a relative hindrance to check B, but one place in the ROM is likely enough. Setting up anything else takes space which would probably be better "wasted" on a whole BSR instead. Once you RTI from your BRK the BRK is gone... So you wou...
- Tue Feb 16, 2021 1:09 pm
- Forum: Newbie Help Center
- Topic: BRK masking bug and reliability of B pseudoflag
- Replies: 35
- Views: 1919
Re: BRK masking bug and reliability of B pseudoflag
That video explains the mechanism behind the takeover happening, but it doesn't say anything about B. The BRK instruction gets ignored, and as a result, the BRK flag gets ignored. https://i.imgur.com/YkxR6tw.png Look man, just use a bit / byte in memory and save yourself the headaches and the cycles.
- Tue Feb 16, 2021 1:49 am
- Forum: Newbie Help Center
- Topic: BRK masking bug and reliability of B pseudoflag
- Replies: 35
- Views: 1919
Re: BRK masking bug and reliability of B pseudoflag
If you are using BRK for some code that must happen (e.g. game logic) Hmm... there are no branching instructions for B and no way to set it besides BRK or manually manipulating the status register. To set it with BRK you are both jumping to the interrupt vector and setting the interrupt disable fla...
- Mon Feb 15, 2021 6:16 pm
- Forum: NESdev
- Topic: Published first game - what next?
- Replies: 14
- Views: 1931
Re: Published first game - what next?
Alien Soldier for Genesis is amazing. Brutally difficult and a technical tour-de-force.
NOW IS TIME TO THE 68000 HEART ON FIRE!
https://en.wikipedia.org/wiki/Alien_Soldier
- Mon Feb 15, 2021 1:48 pm
- Forum: Newbie Help Center
- Topic: BRK masking bug and reliability of B pseudoflag
- Replies: 35
- Views: 1919
Re: BRK masking bug and reliability of B pseudoflag
NesDev wiki states that NMI or IRQ that happens during specific moments of BRK execution can cause it to be effectively skipped. Yep. This is a "design quirk" of the 6502. The internal logic of the processor uses the BRK logic to process interrupts, so, if a BRK and an interrupt happen at the same ...
- Mon Feb 15, 2021 12:51 am
- Forum: NESdev
- Topic: Why is My Custom Nametable Rotated 90 Degrees Clockwise?
- Replies: 9
- Views: 1469
Re: Why is My Custom Nametable Rotated 90 Degrees Clockwise?
My concern is that there is some map size limit I will hit, or some other unforeseen limit with this method of drawing columns. You're going to run into 2 problems storing 1x1 tile data: Storage capacity and Attribute data. The background only allows one palette for a 16x16px wide background area. ...
- Sat Feb 13, 2021 4:37 pm
- Forum: Newbie Help Center
- Topic: ASM6 local label vs nameless label issue
- Replies: 8
- Views: 1163
Re: ASM6 local label vs nameless label issue
I've just started programming with asm6 I would highly recommend ASM6F. It's a fork with more functionality. https://github.com/freem/asm6f/tree/master The killer feature is exporting labels directly to the Mesen debugger: https://pbs.twimg.com/media/EUF2V0VVAAYl2r0?format=png&name=large EDIT: Have...
- Thu Feb 11, 2021 1:25 pm
- Forum: NESemdev
- Topic: PPU producing repeating pattern
- Replies: 8
- Views: 1057
- Mon Feb 08, 2021 10:04 pm
- Forum: 2020 NESdev Competition
- Topic: (Name TBD) Project "Chocoblip"
- Replies: 3
- Views: 836
Re: (Name TBD) Project "Chocoblip"
I'm glad you got your scrolling engine up and running!
Looking forward to progress
Looking forward to progress

- Sun Feb 07, 2021 4:36 pm
- Forum: NESdev
- Topic: Why is My Custom Nametable Rotated 90 Degrees Clockwise?
- Replies: 9
- Views: 1469
- Sun Feb 07, 2021 3:48 pm
- Forum: NESdev
- Topic: Why is My Custom Nametable Rotated 90 Degrees Clockwise?
- Replies: 9
- Views: 1469
Re: Why is My Custom Nametable Rotated 90 Degrees Clockwise?
mmmm not quite
Code: Select all
columnData:
.incbin "testMap4.bin"
attribData:
.incbin "SMBattrib.bin"
- Sun Feb 07, 2021 1:04 pm
- Forum: Newbie Help Center
- Topic: How can an NES game *not* be open source?
- Replies: 5
- Views: 787
Re: How can an NES game *not* be open source?
so anyway...how can an nes game not be open source if we have rom files? Source code != ROM file. Source code implies the original build files, structure, comments, etc. Open source means that the author shares those or makes those public. A ROM is just the raw data that exists on a cartridge. Most...