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>> No.10030527 [View]
File: 252 KB, 470x470, bjarne.png [View same] [iqdb] [saucenao] [google]
10030527

>>10030525
as soon as C is a good idea on fourth gen or lower

>> No.9896650 [View]
File: 252 KB, 470x470, bjarne.png [View same] [iqdb] [saucenao] [google]
9896650

>>9896105
> converting a byte value to display as digits is basic shit
yeah and it depends what tiles the game has alphanumerics as; not to mention the lack of decimal mode on an NES means you have to convert that to base 10 yourself, which isn't the toughest thing, but it ain't exactly Hello World either... and you'd need to find some free bytes to do it, that is, if you can't find an existing JSR to hijack in the game already to do it for you.
> simple
> trivial
> easy
the calling cards of the LARPer. everything is simple, trivial, and easy if you've never actually done anything.

>> No.9880164 [View]
File: 252 KB, 470x470, bjarne.png [View same] [iqdb] [saucenao] [google]
9880164

>>9879745
>>9880128
> .8BIT
> .16BIT
> .B
> .W
Ok, thanks guys, this is new to me coming from 6502 land. I appreciate the knowledge.
If i'm understanding this corretly, i can affect 8/16 bit immediate addressing and 8/16bit register loading with different processor flags and assembler directives.
> wla is a "mother knows best" assembler.
I'm honestly thankful for that. At least i knows what i'm trying to do with SEP and REP for the most part.
It's kind of funny, working with the 65c816, it seems like they fixed most of the things that sucked about the 6502, but also created a bunch of new headaches doing so. I like the processor honestly, and it seems like you can get real fancy with instruction optimizations in ways you can't with a Z80 per-se, but i guess i'm also seeing why people groan at the thought of using it.

>> No.9866002 [View]
File: 252 KB, 470x470, bjarne.png [View same] [iqdb] [saucenao] [google]
9866002

>>9865154
> just add the features bro in seeplez it's ez
cool. good luck with your new project!

>> No.9796074 [View]
File: 252 KB, 470x470, bjarne.png [View same] [iqdb] [saucenao] [google]
9796074

>>9796029
> PVsnesLIB
i'm doing a romhacking project so that isn't really viable. thank you though.
> the latest WLA-DX assembler has no binaries
it does, i found them, they were just not on or mentioned on github, they were somewhat hidden on the authors personal website.
> current WLA-DX is not compatible with the (now 20 year old version) version of WLA-DX that compiles the SNES demos
it actually is, i got my compiled WLA-DX to build the examples, it was my fault (kinda), you needed to define a linkfile with a list of object files. not very intuitive but i should have figured that out.
> ... to get labels in $8000, you need to label them $0000. because that makes sense.
ackshuyleee it kinda does, it's the actual byte address in the file, and it seems to (have to) be that way for bankswitching. i'll have to either fix Mesen imports, write a script to convert the no$ format to Mesen .mlb, or figure out how to get WLA-DX to just output the byte address in the file...
anyway, i'm now figuring out how to inject portions of code into the Simcity ROM. we should be rocking and rolling soon...

>> No.9694004 [View]
File: 252 KB, 470x470, bjarne.png [View same] [iqdb] [saucenao] [google]
9694004

>>9693823
>Using a batch script instead of a proper build system
Ah fuck you caught me lol, and you are totally right. It's bad. I just keep setting keyboard shortcuts for whatever batch script for whatever project i'm working on.
I'm lazy with GIT too even though i have it fucking installed. I have an embarrassing amount of Current_Project - Copy (18) and as i copy it for the nineteenth time keep telling myself it would be a good idea to make a repository, ignore that thought and go right back to coding. I know i'm an idiot and i refuse to change. It's a problem.

>> No.9650787 [View]
File: 252 KB, 470x470, bjarne.png [View same] [iqdb] [saucenao] [google]
9650787

>>9641495
>is using C instead of assembly to 8~16bits video game still a bad idea?
it's not a baaaaad idea, but you are never going to get away with Pure C unless you're making an RPG or something not processor intensive. there's just so little memory and processing power and you are super tied to the hardware, and the overhead that C requires is going to suck precious resources. there's no way around it.
a going theory on NESdev is to use some C for the overarching logic and sprinkle in raw ASM where the performance is needed.

>> No.9606547 [View]
File: 252 KB, 470x470, bjarne.png [View same] [iqdb] [saucenao] [google]
9606547

>>9602058
> i cant VGA
YOU CANT WHAT?! MOTHER FUCKER YOU EVER SET AN IRQ WITH UNLABELED JUMPERS?!

>> No.9489648 [View]
File: 252 KB, 470x470, bjarne.png [View same] [iqdb] [saucenao] [google]
9489648

>>9488992
mmhmmm Borlaaannddd

>> No.8184616 [View]
File: 253 KB, 470x470, bjarne.png [View same] [iqdb] [saucenao] [google]
8184616

>>8184321
no one cares about space now. back then it took more skill. modern dev is a fucking mess.

>> No.8051071 [View]
File: 253 KB, 470x470, bjarne.png [View same] [iqdb] [saucenao] [google]
8051071

>>8050391
inb4 skinner box

>> No.7805862 [View]
File: 253 KB, 470x470, bjarne.png [View same] [iqdb] [saucenao] [google]
7805862

>>7805850
>You want me to start working on the Japanese WIzardry 1
bruh. you've got a ton of reverse engineering to do first. japanese characters are way less straight forward and could be stored as anything. i'd worry about figuring out how the code works before you do something silly like that.

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