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I can't even use NESASM or PCEAS without trouble and compatibility issues,
What about making a ASM6-compatible PCE assembler and upgrading your PCE Projects, That would make it so you can use SMBDIS as an upgrade!
I use specific PCE opcodes and address modes that the 6502 just doesn't have, to get a little more speed from the backend/emulation library. I could have written the emulation code in pure 6502 for the PCE and used pretty much any compatible assembler, but there isn't any advantage in doing that - that I can see. PCEAS works fine for me and others in the scene, so I have no plans make or use another PCE/TG16 assembler. For the time it takes to write a "better" assembler, and from scratch no less, I could be doing something else that's more enjoyable to work on
I hope you don't missunderstand, I have no source code for Megaman or any of these projects. I'm just simply assembling over the original binary to convert the port read/writes to JSRs. The emulation itself is source code, but that's irrelevant. The game code has no idea it exists and thinks it running on the original platform. It's not like using the SMB 1 source code to rebuild the game for PCE. It's nothing like that at all.
And in that respect, you can hack the rom as if it were on the NES platform. Well, taking into account there's 16k of code/data at the beginning of the binary that now offsets the rom by that much. And that's why I making the 'upgrades' as a layer that would be part of the NES. As best I can. So on a hacking level, it would be more like hacking an NES game rather than writing specific PCE code and specific pce hardware interfacing (which a NES asm hacker probably isn't really familiar with). It doesn't give you full access to the PCE hardware/advantages. If that's what someone needs, then they need to write the game (engine/simulator) from scratch. That's not to say you can't at least have
some nice benefits though. I have a build of Megaman that has hooks for the music routine, and plays Red Book audio instead. Sound FX still PSG, but I had planned on adding ADPCM support for them too.
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But anyway, very cool project! I dunno if I like the new MM sprite, but it's okay I guess. Good luck!
Thanks
The MM sprite was just a place holder to show off the extra colors in a sprite. I had all the megaman sprite frames converted to 32x32 cells, but they were still the original colors/pixels. I needed something to show off something that wasn't quite obvious from those cells.
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But then... There is no PCEAS version for NESASM3, What Files do I need to put in to make it PCEAS Compatible?
I'm a bit confused. What do you need from NESASM3 in order to write PCE code, that makes PCEAS not a choice/option?