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Devil Lu Linvega

@tbsp I can't believe that a) you went ahead with your madness of an idea b) that it even works. Crazy impressive as always, I'll take it for a spin today! Do you happen to also have a NES rom for the 64 spinning sprites written in 6502 proper? (I could make one if you don't)

7 comments
tbsp

@neauoire No, I don't have one written in 6502 proper. I also failed to include build instructions. It depends on ca65, python, and make. The Uxn ROM has to be manually assembled still.

Devil Lu Linvega

@tbsp AAaah shit, cc65, damn. That'll have to wait until I dig out the thinkpad from storage then. Have you ever tried asm6 to assemble 6502? git.sr.ht/~rabbits/famicom-coo

tbsp

@neauoire I tinkered with asm6 when I first dipped my toes into NES dev, but for some reason settled on ca65. I see now that asm6 is a much more lightweight dependency. Perhaps I'll transition this (and any future NES work) to use asm6.

Devil Lu Linvega

@tbsp It works really well, I've fixed it up a bit. It's what I was using when I wrote Donsol(NES) on plan 9.

tbsp

@neauoire The asm6.c you linked appears to be identical to the one included in the asm6 zip on romhacking.net. I'm curious which fixes you made. Any chance you have uncommitted changes? Though I see you also wrote a linter, which may be what you meant as a companion tool.

Devil Lu Linvega

@tbsp mhmm, that's probably an older copy then, than the one on the pi, I'll have a look. But it only fixes some issues I was having building on arm, it was something with integer length if I remember correctly. The linter is useful too, but it's a different thing tho - try it out :) It makes the code pretty

tbsp

@neauoire Okay, I'll probably be fine using the base asm6 then, thanks!

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