Originally posted by: Banshaku
Any assembler is fine as long that you know to work around their quirks. Regarding nesasm #3, there is some known bugs but if you know how to get around them, it won't be a problem (label length limit, zero page access quirk, etc). One "issue" is nesasm uses a non standard way regarding the [] brackets usage so code written for it will need to be adapted when used in other assembler. Except for that, as long that you are aware of them, there is nothing wrong to start with it (I did, now I uses ca65).
Very insightful... I had only heard of some of the bugs on a few scattered posts, never an actual list.
The label length limit is good to know and an easy problem to avoid (do you know the limit, 12 chars or less or something?).
The zero page access quirk is a little unsettling, because that deals with the first byte of memory up to $FF or something like, and it’s supposed to be faster cause you don’t need to specify the whole 16 bit address... I might be way off just going off top of my head been reading LOTS of material 😁 Can you shed more light on this issue and how I can work around it?
So The bracket issue will only affect me if I’m porting my nesasm code to ca65 or something else? That’s okay I suppose, it won’t stop me from making a game just recoding it if I ever wanna do that, but I’m thinking I wouldn’t ever wanna do that haha.
I do have some ca65 code I’m trying to port to nesasm though, any thoughts on that as well would be great!
Thanks again for the reply and info, great stuff!