What if you do not want to use the bulky CA65? What if you want ASM6 to have support SNES/PCE since it is easy, but only has 6502?
The answer: Continuing and Adding to loopy's project, ASM6
- SPC700 (SNES Music Coprocessor), SNES and PCEngine (6502 variants) support****,
- Macro Support for WLADX's macros under the name ''WLAMACRO'' for less confusion (optional)
- Ascii Table support: WLA-DX, CA65 and x816 have it, Required for text/scripts!
- Header-Vector support for SNES, optional
- SNES Vectors can be prepared via a example template
- CHR support via Binary**, Graphic Mode Select*** (optional)
** = like in NESASM/PCEAS: Values 0-15 are usable palette values (depends on Graphics Setup Mode)
*** = Graphic Setup Modes: .1BPP (Default) .NES .PCESPR .2BPP .3BPP .4BPP
Extra Commands: .CHR
Format of .CHR command is $0-$F, times 7, a more complicated variant of Binary: Can use different formats of Graphics, if using a format such as 3bpp and it uses a invalid color number like in 4bpp. the format should change it's color to the equal number,
Example: 4bpp = F (15 from hex), 3bpp = 7, 15 = 7 in 3bpp, therefore truncating and moving the color number to a proper place in the GFX format. that is usually what some converters do!
**** = Processors: .6502 .65816 .PC_ENG .SPC700,
Extra Commands: .I/.INDEX, .MEM/.A (Can be 8 or 16), 65816 Only
SPC700 info and upgraded Table for using in the future SPC assembler:
http://ekid.nintendev.com/snes/spctech.htm
It will be hard, but I do want a good assembler, ASM6 is the only assembler of my choosing, but to make this assembler a better alternative for anyone developing or disassembling, This is the only way.
The answer: Continuing and Adding to loopy's project, ASM6
- SPC700 (SNES Music Coprocessor), SNES and PCEngine (6502 variants) support****,
- Macro Support for WLADX's macros under the name ''WLAMACRO'' for less confusion (optional)
- Ascii Table support: WLA-DX, CA65 and x816 have it, Required for text/scripts!
- Header-Vector support for SNES, optional
- SNES Vectors can be prepared via a example template
- CHR support via Binary**, Graphic Mode Select*** (optional)
** = like in NESASM/PCEAS: Values 0-15 are usable palette values (depends on Graphics Setup Mode)
*** = Graphic Setup Modes: .1BPP (Default) .NES .PCESPR .2BPP .3BPP .4BPP
Extra Commands: .CHR
Format of .CHR command is $0-$F, times 7, a more complicated variant of Binary: Can use different formats of Graphics, if using a format such as 3bpp and it uses a invalid color number like in 4bpp. the format should change it's color to the equal number,
Example: 4bpp = F (15 from hex), 3bpp = 7, 15 = 7 in 3bpp, therefore truncating and moving the color number to a proper place in the GFX format. that is usually what some converters do!
**** = Processors: .6502 .65816 .PC_ENG .SPC700,
Extra Commands: .I/.INDEX, .MEM/.A (Can be 8 or 16), 65816 Only
SPC700 info and upgraded Table for using in the future SPC assembler:
http://ekid.nintendev.com/snes/spctech.htm
It will be hard, but I do want a good assembler, ASM6 is the only assembler of my choosing, but to make this assembler a better alternative for anyone developing or disassembling, This is the only way.