Search found 34 matches
- Sun May 23, 2021 4:13 am
- Forum: NeoGeo Assembly Programming
- Topic: Missing Files?
- Replies: 5
- Views: 4164
Missing Files?
There seems to be a few things missing from the dev kit. I'll put VASM's error code below. \Utils\Vasm\vasmNEO.bat NEO_HelloWorld.asm X:\Sources\HelloWorld nopause Process started >>> vasm 1.8e (c) in 2002-2018 Volker Barthelmann vasm M68k/CPU32/ColdFire cpu backend 2.3c (c) 2002-2018 Frank Wille va...
- Sun May 16, 2021 9:25 pm
- Forum: Show and Tell
- Topic: Bank Switching Parallax on the NES
- Replies: 1
- Views: 2530
Re: Bank Switching Parallax on the NES
I'll admit I was feeling pretty clever until I re-watched that video and realized there is a much MUCH easier way to do this.
- Sun May 16, 2021 6:14 pm
- Forum: Show and Tell
- Topic: Bank Switching Parallax on the NES
- Replies: 1
- Views: 2530
Bank Switching Parallax on the NES
So I had heard about a clever technique from Retro Game Mechanics Explained for creating the illusion of parallax scrolling (something the NES isn't capable of since it only has one background layer). This trick uses the Konami VRC6 chip's ability to switch CHR-ROM banks, but something similar was u...
- Sun May 16, 2021 5:33 pm
- Forum: Nintendo Entertainment System / Famicom Assembly Programming
- Topic: Sometimes a cart will work differently on different emulators. Why is this?
- Replies: 2
- Views: 12567
Re: Sometimes a cart will work differently on different emulators. Why is this?
That's fair enough. I know a guy who can help me out with real hardware testing. Another thing I've learned is that emulators and assemblers are all different. Some may pad empty space with #$FF and others with zeroes. In addition a lot of it had to do with the assembler I'm using and what I'm tryin...
- Mon May 03, 2021 2:00 am
- Forum: Nintendo Entertainment System / Famicom Assembly Programming
- Topic: Sometimes a cart will work differently on different emulators. Why is this?
- Replies: 2
- Views: 12567
Sometimes a cart will work differently on different emulators. Why is this?
I've been curious as to why when I run a game created with VASM, occasionally the game will act differently on Mesen than on Nestopia, even if I haven't altered the file in any way. On my VRC6 audio test cart, the sound plays as expected on Nestopia but can't be heard at all on Mesen. I think I made...
- Sat May 01, 2021 4:36 pm
- Forum: Nintendo Entertainment System / Famicom Assembly Programming
- Topic: Konami VRC6 Sound Engine Help
- Replies: 0
- Views: 4168
Konami VRC6 Sound Engine Help
I'm using the Nerdy Nights Tutorial for a sound engine. It works for the standard 2a03 channels but I'm trying to upgrade it to work with Konami VRC6 expanded audio. It stopped working once I added in the chapter 6 features, and I don't know why. The 2A03 sounds play as normal. http://nerdy-nights.n...
- Tue Apr 27, 2021 9:04 pm
- Forum: General 6502 Programming
- Topic: How to make a song play during the game
- Replies: 5
- Views: 6554
Re: How to make a song play during the game
I think I get it. I struggle with understanding vblank since it happens so fast you can't see it happen. I tried to understand sprite zero hit and couldn't get that to work either
- Mon Apr 26, 2021 8:42 pm
- Forum: General 6502 Programming
- Topic: How to make a song play during the game
- Replies: 5
- Views: 6554
Re: How to make a song play during the game
I had "handlemusic" within the "main loop" which I omitted to keep the post brief. Would putting the music code in the NMI handler count as waiting for vblank?
- Sat Apr 24, 2021 8:24 pm
- Forum: Show and Tell
- Topic: ChibiSound VRC6
- Replies: 3
- Views: 3255
Re: ChibiSound VRC6
https://youtu.be/M1UkE9h2zJg Here's an audio-enhanced remake of Mega Man 3 that shows just how much better this music is. It really is a shame this was Japan-exclusive, most people think the NES's 2A03 is the peak of 8 bit music but it's far from it in reality. Sadly most indie devs who make retro-...
- Sat Apr 24, 2021 5:51 pm
- Forum: Nintendo Entertainment System / Famicom Assembly Programming
- Topic: A bit of fun? Zelda for the Nes Cheat / Glitch
- Replies: 2
- Views: 6072
Re: A bit of fun? Zelda for the Nes Cheat / Glitch
That's quite interesting. It really highlights what happens when the program counter goes somewhere it shouldn't. (The program counter will read anything it sees as executable code. Even if it's the game's graphics, zero page ram, etc. This often happens if you RTS without a JSR first)