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treed

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  1. Not strictly Mac, but I do also have a nix definition for cc65 that works on Mac if anyone wants that.
  2. Very into this topic. I came across this NES Screen Tool looking thing recently, but it's still pretty clearly early days. I don't see a way to mess with palette colors for instance. But interesting to watch: https://100r.co/site/nasu.html
  3. Yeah, I originally thought about that, but BIT has no immediate mode. It's only got ZP and Absolute.
  4. Seems entirely reasonable to me. I'm working my way through Nerdy Nights and took a similar approach for flags. Although I wonder why I haven't seen other people using BIT for this: LDA #8 BIT buttons1 BEQ MovePaddleDown As far as I can tell, it's identical in cycles and bytes, so is it just a matter of taste or is there a drawback there? I guess the only benefit I see with using BIT over AND is that A is left alone, in case you wanted to use the same bitmask right away. With the game states though, I probably wouldn't represent it at a bitfield, since the states are actually mutually exclusive. You won't ever have a state which is GameOver & Credits & Paused, for instance. The approach I'm planning to use in my NN Pong is that "State" is just an address and then I do an Indirect JMP once per frame to do the updates. Sadly there's no indirect JSR. You also couldn't do a jumptable of states, since there's not even indexed JMP. Could be some drawback to this plan, but I guess that's what this whole phase of learning is for.
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