dougeff wrote: ↑
Tue Apr 20, 2021 8:25 am
and if you try TXS (9A) while X is in 8 bit mode, it will zero the high byte of the stack pointer, meaning your stack will be in the zeropage, likely overwriting variables there when the stack grows.
I only transfer the stack values as a 16bit value, since my code earlier shows how I've been making sure to keep the high byte as 01. The original nes game just simply swaps out the low byte, but I needed to go a different route when I began the port
Right now I'm making very good progress, I held off again on the sound engine, cause I'm working on some additional screens and sprites and chr conversions. Everything is appearing exactly as the original game.
I'm hoping before Friday, I can begin trying to figure out how to use the 2A03 sound emulator. I know nothing of the APU for the snes, and need to learn how to inject data from ROM, into the APU, and how to access it for usage.
Sonner than expected, I now have the port identical to the original in graphics/sprites/irq/etc, I'm now at the point where gameplay is about to take place. This is where I'm going to stop, and need to figure out the APU.
update 2 -
Does anyone have an up to date precompiled 2A03 NES emulator file? Idk how to build files from memblers page, and I still need to figure out how to upload the .bin of the 2A03 from my rom to the apu.