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/vr/ - Retro Games

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>> No.10997524 [View]
File: 3 KB, 256x224, paperboy_knifeboy.gif [View same] [iqdb] [saucenao] [google]
10997524

https://www.youtube.com/watch?v=D5gOTwHBR5s
Homebrew Summer Showcase 2024

>> No.10436263 [View]
File: 3 KB, 256x224, paperboy_knifeboy.gif [View same] [iqdb] [saucenao] [google]
10436263

>>10436245
>SGNG
yeah wait till you have to do it again with the fucking pea shooter....

>> No.10254709 [View]
File: 3 KB, 256x224, paperboy_knifeboy.gif [View same] [iqdb] [saucenao] [google]
10254709

you're gonna have to know enough assembly to navigate a step thru debugger

>> No.9660329 [View]
File: 3 KB, 256x224, paperboy_knifeboy.gif [View same] [iqdb] [saucenao] [google]
9660329

>>9660318

>> No.9543628 [View]
File: 3 KB, 256x224, paperboy_knifeboy.gif [View same] [iqdb] [saucenao] [google]
9543628

>>9543408
the compare instructions (CMP / CPX / CPY) perform a "subtraction" without affecting the accumulator, register or memory in question, only setting the carry (C), negative (N) and zero (Z) flags. its the immediate or memory value that gets subtracted from the register, which is (A - V / X - V / Y - V) respectively.
this allows you to use branch instructions to dictate the flow of your code, for example: BCC jumps if the value is less than the compare, BEQ jumps if the value is equal to the compare, and BCS jumps if the value is greater OR EQUAL to the compare.
https://www.masswerk.at/6502/6502_instruction_set.html#CMP
also, circumstances willing, it's more efficient to decrement your loops to 0 and have the DEC instruction before the branch, eliminating the need for a compare as DEC will still set the zero and negative flags for BNE (or BPL for a loop cycle when the value is zero) but don't worry about that for now

>> No.9543556 [DELETED]  [View]
File: 3 KB, 256x224, paperboy_knifeboy.gif [View same] [iqdb] [saucenao] [google]
9543556

>>9543408
the compare instructions (CMP / CPX / CPY) perform a "subtraction" without affecting the accumulator, register or memory in question, only setting the carry (C) and zero (Z) flags. its the immediate or memory value that gets subtracted from the register, which is (A - V / X - V / Y - V) respectively.
this allows you to use branch instructions to dictate the flow of your code: BMI jumps if the value is less than the compare, BEQ jumps if the value is equal to compare, and BPL jumps if the value is greater OR EQUAL to the value compared.
https://www.masswerk.at/6502/6502_instruction_set.html#CMP
also it's more efficient to decrement your loops and have the DEC instruction before the branch, eliminating the need for a compare as DEC will still set the carry and zero flags, but don't worry about that for now

>> No.9438765 [View]
File: 3 KB, 256x224, paperboy_knifeboy.gif [View same] [iqdb] [saucenao] [google]
9438765

>>9437096
absolute fucking ass. got one at a garage sale in the 90s. the buttons feel loose. the "dpad" barely registers and is all but unusable. feels like cheap ass madkatz bullshit, even though it is in fact an official Nintendo product.
the only cool thing about it is it does kind of resemble a prototype gamecube controller, i guess

>> No.8232225 [View]
File: 4 KB, 256x224, paperboy_knifeboy.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8232076
Do you like Huey Lewis and The News? Their early work was a little too new wave for my tastes, but, when Sports came out in 83; I think they really came into their own, commercially and artistically. The whole album has a clear, crisp sound and a new sheen of consummate professionalism that really gives the songs a big boost. He's been compared to Elvis Costello, but I think Huey has a far much more bitter, cynical sense of humor.

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