Search found 35 matches

by undisbeliever
Mon Nov 27, 2006 6:21 am
Forum: Development
Topic: newbie n_n
Replies: 9
Views: 8529

you will find the official 65816 programmers manual from the WDC at
http://www.westerndesigncenter.com/wdc/ ... manual.pdf
by undisbeliever
Thu May 11, 2006 4:10 am
Forum: Development
Topic: wannabe developer
Replies: 35
Views: 29753

sounds like fun, maybe I should try it...
by undisbeliever
Thu May 11, 2006 2:18 am
Forum: Development
Topic: wannabe developer
Replies: 35
Views: 29753

xkas is by far the simplest, most flexible assembler for new people and learning in my opinion. It doesn't hide anything from you and the required to code to get up and running is minimal. One day I intend to make a starter kit w/ xkas to 'rival' Neviksti's because I think his kit really isn't fit ...
by undisbeliever
Tue May 09, 2006 10:51 am
Forum: Development
Topic: wannabe developer
Replies: 35
Views: 29753

But rest assured, I'm only an idoit (IQ not worth mentioning, cause I pride my self on my common sense and stupidity instead of my intelligence).
SO if I can figgure it out, I'm sure laserbeak43 can :wink: .
by undisbeliever
Tue May 09, 2006 10:45 am
Forum: Development
Topic: wannabe developer
Replies: 35
Views: 29753

I know, It took me a while to learn how to use wla-65816 (I know there are easier assemblers to use, but I needed one that is supported by a mac and linux AND I needed one that would be able to handle large projects).

There are no tutorials on how to use it, It really annoys me
by undisbeliever
Mon May 08, 2006 8:57 am
Forum: Development
Topic: wannabe developer
Replies: 35
Views: 29753

http://snescentral.edgeemu.com/Development/index.html dont think he'll have much info anytime soon.... I understand that I haven't updated my site in a while, never really had the time (or a reliable computer to do it on). Given time (and some Pink Floyd records), I'll have the asmembly tutorial fi...
by undisbeliever
Fri Apr 07, 2006 6:08 am
Forum: Development
Topic: Tri-Star/Super 8 Adapter
Replies: 3
Views: 5049

Tri-Star/Super 8 Adapter

I've been asked on #zsnes to reseach the impossibility of porting NES games onto the SNES. I've found something, odd though: check it out: http://home.freeuk.net/markk/Consoles/Tri-Star_FAQ.txt The Tri-Star/Super 8 FAQ contains information about the Tri-Star (also known as Super 8) adapter for Super...
by undisbeliever
Mon Feb 06, 2006 8:02 am
Forum: Development
Topic: Brand Spanking New Tutorials
Replies: 4
Views: 4001

Well... who is your target audience here? I think you're still throwing around many terms without giving much explanation and expecting the reader to have some base knowledge beforehand. Well this is the reason why I've scrapped my old tutorials and written some new ones, the real problem is not wr...
by undisbeliever
Sat Jan 28, 2006 7:57 am
Forum: Development
Topic: Brand Spanking New Tutorials
Replies: 4
Views: 4001

Brand Spanking New Tutorials

A while ago I received some emails saying how my tutorials were a bit hard to understand and going over them I could see why. They relied on previous assembly knowledge, referring to CPU core registers that I haven't even mentioned yet. So, I've re-vamped the entire site (after discovering major sec...
by undisbeliever
Wed Nov 02, 2005 11:45 pm
Forum: Development
Topic: SSC Prototype Released
Replies: 7
Views: 7570

Yeah, but I haven't been able to compile it for windows - if anyone can, can they the please send it to me (marcthemer@gmail.com)
by undisbeliever
Wed Nov 02, 2005 7:41 am
Forum: Development
Topic: SSC Prototype Released
Replies: 7
Views: 7570

SSC Prototype Released

YESSSSSSSSSSSSSSSSSSSSSSSSSS!!!
My SSC (SNES Small C) Compiler is released. The source and a demo to prove it works may be found at http://snescentral.edgeemu.com/snesrpg/ ... s&list=ssc

There is a few bugs - but hey, what do you expect from a prototype?
by undisbeliever
Sun Oct 30, 2005 11:42 pm
Forum: DeJap Projects
Topic: Chrono Trigger
Replies: 7
Views: 8929

snkcube wrote:At marcthemer: Resize your avatar. It's a tad too big.
Well it's a bit of a problem, I can't see it - The school seams to block everything from edgeemu.com

Luckaly, it doesn't block board.zsnes.com
by undisbeliever
Tue Oct 25, 2005 11:43 pm
Forum: Development
Topic: How do you do signed comparing statements in 65816
Replies: 3
Views: 4063

That's the idea. I need to first check the sign of the two variables and then compare them, The above example is what I used for UNSIGNED values.
by undisbeliever
Mon Oct 24, 2005 4:26 am
Forum: Development
Topic: How do you do signed comparing statements in 65816
Replies: 3
Views: 4063

Currentally I'm using unsigned values. With signed values (a == b) and (a != b) are the same, but when I use (a < b) it tends to get complicated. This is what I currentlally have for unsigned value (assume 16 bit acc,index): ;first value in stack ;next value in acc CMP $01,S ;if(a < b) BGE + ; = if(...
by undisbeliever
Sun Oct 23, 2005 11:46 pm
Forum: Development
Topic: How do you do signed comparing statements in 65816
Replies: 3
Views: 4063

How do you do signed comparing statements in 65816

I'm having a bit of trouble working with signed values in my SNES Small C Compiler. It currentaly supports unsigned values, but I want it to support signed variables. Super Mario World uses signed values: As shown here LDA lifecounter BMI + CMP #99 BCS + ; do code here + This is the code to do a sig...
by undisbeliever
Fri Oct 21, 2005 4:28 am
Forum: DeJap Projects
Topic: Chrono Trigger
Replies: 7
Views: 8929

Re: Chrono Trigger

Yo I've been trying to make my own version of chrono trigger with new quests and and storyline, and I've managed to figure out basically everthing accept for editing the Events, its so complicated, can someone give me a good tutorial site or mentor me in the strings? I'm was thinking of doing somet...
by undisbeliever
Thu Oct 20, 2005 4:20 am
Forum: Development
Topic: The Theory Behind A SNES C Compiler
Replies: 16
Views: 15937

Done and done!

I have created 3 types of hex addresses.

$2100 - Byte address
$$2100 - Word address
$w2100 - Double byte address

And when I get the trees working properly, It should be even more grand.
by undisbeliever
Tue Oct 18, 2005 4:31 am
Forum: Development
Topic: The Theory Behind A SNES C Compiler
Replies: 16
Views: 15937

Well this compiler was written with the SNES harware registers in mind.

Hence my two new features:

resource (as defined in SNESC)
and a $2100 statement. (which would expand the c code

Code: Select all

$2100 = 15
into this

Code: Select all

LDA #15;
SEP #$20;
STA $002100;
REP #$20;
)
by undisbeliever
Tue Oct 18, 2005 4:20 am
Forum: Development
Topic: SSC is getting better
Replies: 2
Views: 3357

The origional idea is that it is LIKE a C Compiler, but in fact it is a simple tool to help newbies become more interested in SNES programming. That is why everything is static, why structions are obmitted and why I added the $2100 thing in the first place. To clarify this delemma: The following cod...
by undisbeliever
Sun Oct 16, 2005 4:01 am
Forum: Development
Topic: SSC is getting better
Replies: 2
Views: 3357

SSC is getting better

I have created a prototype of SSC (SNES Small C), it is limited, but supports more functions then SNESC. One such which is the use of the SNES Hardware registers. ie typing $2100 = brightness will load the value brightness and store it in the brightness register. It is at http://snescentral.edgeemu....
by undisbeliever
Fri Sep 23, 2005 8:04 am
Forum: Development
Topic: The Theory Behind A SNES C Compiler
Replies: 16
Views: 15937

Well, I might think about that. I was thinking that all calculation was done in 16 bit acc mode (like Lordtech's C Compiler) and that 32 bit calculations can be done by use of functions (also like LordTech's C Compiler). The other way this could be done is look at the ENTIRE expression in advance (w...
by undisbeliever
Sun Sep 18, 2005 3:30 pm
Forum: Development
Topic: The Theory Behind A SNES C Compiler
Replies: 16
Views: 15937

This is some information about how mathematical operators are handled SCC - The SNES C Compiler Copyright (C) 2005, Marc Rowe (marcthemer@gmail.com) This program documentation with guidance from 'LET'S BUILD A COMPILER!' By Jack W. Crenshaw, Ph.D. (http://compilers.iecc.com/crenshaw/) FILE: mathema...
by undisbeliever
Sun Sep 18, 2005 3:22 pm
Forum: Development
Topic: The Theory Behind A SNES C Compiler
Replies: 16
Views: 15937

The BNF

This is the BNF of my SNES C Compiler SCC - The SNES C Compiler Copyright (C) 2005, Marc Rowe (marcthemer@gmail.com) This program documentation with guidance from 'LET'S BUILD A COMPILER!' By Jack W. Crenshaw, Ph.D. (http://compilers.iecc.com/crenshaw/) FILE: bnf USE: The entire list of BNF stateme...
by undisbeliever
Sun Sep 18, 2005 3:17 pm
Forum: Development
Topic: The Theory Behind A SNES C Compiler
Replies: 16
Views: 15937

The Theory Behind A SNES C Compiler

Since there is a lack of WORKING 65816 (non-asm) Compilers (LordTech's SNESC doesn't count because it screws up if there is over 32KB of code + data (if so then it overwrite the SNES Header.)) I have decided to create my own SNES C Compiler (hensforth known as SCC). I have just finished a 458 page '...
by undisbeliever
Mon Jan 31, 2005 8:31 am
Forum: Development
Topic: About The Mode 7 Registers...
Replies: 1
Views: 2705

About The Mode 7 Registers...

I am currentally wondering about some more detailed information about the mode 7 registers. Teh only information I can find is on y0shi's document. | w |$211B |COS (COSINE) rotate angle / X Expansion [M7A] | | w |$211C |SIN (SIN) rotate angle / X Expansion [M7B] | | w |$211D |SIN (SIN) rotate angle ...