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Electrk

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Posts posted by Electrk


  1. There are so many games using the "retro" styles of NES and SNES games, even if they don't strictly follow the limits of the console they're emulating.  What do you think of Atari 2600 as a style?  Like, it doesn't have to follow the hardware limitations 100%, just looks and feels like an Atari 2600 game, even if it's way more complex than a VCS game could ever be.  There are a lot of games that do this for other styles, why not Atari 2600?  I say this as someone who's interested in graphical styles that people don't traditionally think of using—for instance, I love N64 style graphics and want to make games in that style.

     

    Do you think Atari 2600 is a legitimate graphical/audio style?  Do you think it's okay for games in this style to bend the rules a bit, or should they match up with the hardware limits of the system?

     

    EDIT: It just occurred to me this might not be the right board for this thread.  Sorry if it's not!

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  2. When you see < and >, you are seeing the 8 bit 6502 handle a 16 bit number. Think of it like our use of comma when writing a big number- like 65,536. Telling the machine to LDA <... and LDA >... would be like saying fetch the 536 and then fetch the 65 from the above number. Note- since we only use binary, 65,536 is really 11111111,11111111. So that's 16 1s. We fetch 8 at a time to move the whole number.

     

    In your case, you are fetching a memory address, those are 16 bits so you have to do it this way.

     

    This is a great explanation! It makes a lot more sense now. Thank you!


  3. I've actually been using those exact links lol

    They've been very helpful so far.

     

    I try to be as self-sufficient as I can, but sometimes I can't figure something out.

     

    Thanks!

     

     

    Finally, I'll try to explain the high and low bytes. An absolute address on the 6502 is two bytes long. The high byte is equivalent to the 1 in 10, while the low byte is equivalent to the 0. On big endian machines, the high byte comes first, and on little endian it's the opposite. The 6502 is big endian the last time I checked, but I'm probably wrong so it wouldn't hurt to check yourself

     

    I don't get it. What do you mean by "comes first"?


  4. I honestly have no idea what language you're talking about, but having a general knowledge of what pointers are can go a long way.

     

    Sorry, 6502 Assembly

     

    For example, if I wanted to animate an 8x8 sprite, I would first set up each frame sequentially (following the first frame). To animate, you would set the pointer to the address of the first frame, and then add 8 to the pointer to go to the next frame, and so on.

     

    I've been trying to do this but I'm having trouble with it.

     

    I'm pretty sure you've heard that before, so what's causing trouble for you?

     

    I'm confused about the whole high and low pointers thing and how to animate a sprite. I guess I don't understand it enough. Any links/resources I could check out?

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