tepples wrote:Bits 5 and 4 do not exist inside the CPU. Bit 4 exists only in the byte pushed out to the stack. Bit 3 (decimal mode) exists even though it doesn't affect the adder, and it can be used to store one bit, but it's not practical. Bit 6 (overflow) will be wiped out after the next ADC, SBC, or BIT instruction.
The most reliable source of randomness on the NES is the time since power on, mixed up with some sort of hashing function.
woah ok, tepples, thanks for that info!
And how do you access the time since power on? That's interesting.
unregistered wrote: wrote:
What assembler did Nintendo use?
I don't know if anyone here has this information, but I assure you that whatever it was, it was worse than the options we have today. These kinds of applications do not age well. And even if you found a copy of it and really wanted to use it for some reason, you'd probably have to emulate it, since Nintendo didn't use PCs for development (I'm not even sure if there is an emulator for whatever computer they used).
I didn't ever think about that Nintendo might not use PCs for development. The only other choice i can guess is maybe they used macs?
Check this thread
for some discussion about assemblers. It has a poll where people voted for their favorite assemblers.
3gengames wrote: I don't know if any other assemblers offer this, but NESASM also can include other files.
ASM6 has INCLUDE and INCBIN.
There is more explanation of the entire ASM6 in README.TXT... it's a really good explanation.
3gengames wrote:If you want more help feel free to mail me, I'd be interested in learning a new assembler, too.
You are so kind - thank you, but the included README.TXT help is really excellent! And there's a whole strong ASM6 user group here.
And, asking basic questions in this forum can also help others. Do you agree?