It might be more difficult without the extra RAM, but definitely not impossible.tepples wrote:RAM limits, I guess.I don't know why so many games does terrible things at enemies respawning (Ninja Gaiden, Mega Man, ....)
8x16 and whatever else unreg wants to know
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Thank you so much! The positivity is very good! It helped me to decide to try my best... then I read through the rest of you and Shiru talking and it made me realise that this will be an incredible journey.tokumaru wrote:Well, if you can understand the basic concept and are feeling confident about implementing this, then go for it! =)
Ok, thanks Bregalad and tokumaru. I remember hearing that from yall during my first nes game attempt... I think I was username "aaable" on yall's old forum. I dont remember much from then.tokumaru wrote:I second this. Even in single-screen games you may need to scroll in and out of the screen, and smooth acceleration and deceleration.Bregalad wrote:Trust me, even if you're not scrolling, use 16-bits by all means !
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In my lst file I just found out that $D0D1 skips down through a lot of famitone code. There are instructions on the right but the address never changes from $D0D1 for quite a while. Why..what..how?
edit: Maybe it's because that part of the code isn't used or is disabled; i remember telling famitone to not include DPCM code. Maybe that is correct!
edit: Maybe it's because that part of the code isn't used or is disabled; i remember telling famitone to not include DPCM code. Maybe that is correct!
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Code: Select all
enum $000 ;asm6's way of declaring vars in ram
;a is for A register
;x is for X register
;y is for Y register
currControllerButtons .dsb 1,0
lastControllerButtons .dsb 1
newControllerButtons .dsb 1
read .db #31
oX .db #$8b ;($0004 is X)
oY .db #$8b ;($0005 is Y)
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Why? In asm6 there's .dsb
Why did they make this... changed my code to oX .dsb 1,$8b and it still started the sprite at 0, 0.asm6's README.TXT wrote:DSB, DSW (also DS.B/DS.W)
Define storage (bytes or words). The size argument may be followed
by a fill value (default filler is 0).
DSB 4 ;equivalent to DB 0,0,0,0
DSB 8,1 ;equivalent to DB 1,1,1,1,1,1,1,1
DSW 4,$ABCD ;equivalent to DW $ABCD,$ABCD,$ABCD,$ABCD
Last edited by unregistered on Mon Aug 22, 2011 2:30 pm, edited 1 time in total.
Your program you put in the ROM isn't RAM.When the system boots up, it has garbage in it. Usually it's cleared on boot up, you have to store the variables you need in it at the spot you want them. Before your program starts, do a LDA #$NUMBER STA Label to put it there, there's no way around it, you have to.
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No offense....but you know how computers work right? You should maybe read up more on programming and more 6502. This something really, really..REALLY basic.
It'd go something like this for a small chunk of data to copy to RAM:
It's the most straightforward a program can be.
It'd go something like this for a small chunk of data to copy to RAM:
Code: Select all
;Somewhere in RAM:
MoveToRAM: .rs $100
;Somewhere in ROM, put:
SomeLabel: incbin "Data256bytes.bin"
LDX #$00
Loop:
LDA SomeLabel,X
STA MoveToRAM,X
DEX
BNE Loop
;Done.
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3gengames wrote:No offense....but you know how computers work right? You should maybe read up more on programming and more 6502. This something really, really..REALLY basic.
3gengames, thank you for that explaination! How can I choose RAM instead of ROM?3gengames wrote: It'd go something like this for a small chunk of data to copy to RAM:
It's the most straightforward a program can be.Code: Select all
;Somewhere in RAM: MoveToRAM: .rs $100 ;Somewhere in ROM, put: SomeLabel: incbin "Data256bytes.bin" LDX #$00 Loop: LDA SomeLabel,X STA MoveToRAM,X DEX BNE Loop ;Done.