how can i write on save ram like ultima exodus in order
to save status of game???
and how can i read from save ram too????..
Fit your variables in RAM at $6000 through $7FFF. Then just read and write them like normal variables.
In a pratical wievpoint, if you're actually planning to write a game with save feature, it wil be a bit more complicated :
- Be sure to keep an particular array aera where all data suceptible to be saved is.
- When saving, copy all that chunk of data to a specific emplacement in $6000-$7fff. (you can have more that one single emplacement for more save slots)
- When loading data do the opposite as above
- Have a check-sum or something in case if the battery weaken to avoid loading corrupted saves.
There is another thread about it.
i try make save file... and compiler showing errors.. i read a code of another guy who says that nesasm dont support save ram...
do you know any nes compiler that support save ram?
RAM loses its contents when powered off. If you want certain values when your program starts, you have to put them there yourself using STA etc.
i wanna save ram (like ultima, kirby $6000-$7ffff) ..not save memory ram.. heheh it was a error my old explanation..
what nes compiler supports for create .sav 8 kb files?
"memory ram" is pretty obscure, RAM is by definition memory.
And to have a save file, just set one particular bit in the iNES header, I don't rember wich one. This is fairly good doccumented.
However, just for general information, it is possible to have non-saved ram at $6000-$7fff, even with that bit clear. But this isn't possible on non-MMC mappers, making some pirated games unprobably (I have the mapper 2 version of Final Fantasy 2 in mind, which is actually mapper 1).