Search found 102 matches

by aa-dav
Sun Sep 13, 2020 8:11 pm
Forum: NESdev
Topic: index outside of label (intentionally) asm
Replies: 12
Views: 359

Re: index outside of label (intentionally) asm

For simplicity's sake I would like to fill them all with one loop while still keeping labels on them separately. It's totally ok to do so in asm, but don't forget about .align directive which can add padding bytes between arrays. Also don't forget about zero slot of palettes - they have size of 4 b...
by aa-dav
Mon Aug 24, 2020 5:23 am
Forum: NESdev
Topic: How Wario's Woods works?
Replies: 3
Views: 583

Re: How Wario's Woods works?

Meta Tiles are constantly animated how can they do that? This is usual trick - it uses mapper MMC3 and changes half of the CHR data (tiles images) of the background to animate these tiles. Is the background tiles "translated" as sprites and then translated again in background? And... no (!). In thi...
by aa-dav
Thu Aug 20, 2020 9:45 pm
Forum: General Stuff
Topic: Strategies for implementing macro functionality in assemblers
Replies: 17
Views: 1453

Re: Strategies for implementing macro functionality in assemblers

I belive that powerful macros must be turing-complete compile-time tool capable of anything. That is macros must behave as functions returning strings. And string allocation questions are not worth of narrowing of this design to simple string substitution. However implementation of turing-complete l...
by aa-dav
Tue Aug 18, 2020 8:03 am
Forum: NESdev
Topic: [SOLVED] FCEUX - CNROM (03) Won't Bankswitch CHR
Replies: 13
Views: 782

Re: FCEUX - CNROM (03) Won't Bankswitch CHR

Is there somewhere i can read up on this? https://wiki.nesdev.com/w/index.php/Bus_conflict In short: simple mappers didn't prevent ROM from being read and ROM do read even then you write to it (just didn't respect R/W line for simplicity, again). All of this causes 'mixing' of byte from ROM and val...
by aa-dav
Tue Aug 18, 2020 7:33 am
Forum: NESdev
Topic: [SOLVED] FCEUX - CNROM (03) Won't Bankswitch CHR
Replies: 13
Views: 782

Re: FCEUX - CNROM (03) Won't Bankswitch CHR

Controllerhead wrote:
Tue Aug 18, 2020 7:07 am
...maybe Everdrive doesn't emulate bus conflicts?
I think you have proved it.
by aa-dav
Tue Aug 18, 2020 7:03 am
Forum: NESdev
Topic: [SOLVED] FCEUX - CNROM (03) Won't Bankswitch CHR
Replies: 13
Views: 782

Re: FCEUX - CNROM (03) Won't Bankswitch CHR

Do you pay attention to the fact this mapper has bus conflicts?
by aa-dav
Tue Aug 18, 2020 6:51 am
Forum: GBDev
Topic: OpenLara for GBA
Replies: 7
Views: 958

Re: OpenLara for GBA

It seems to me he plans to port OpenLara to 3DS too. And Wii and GameCube also. But it's unclear and I'll ask for sure.
by aa-dav
Mon Aug 17, 2020 3:34 am
Forum: GBDev
Topic: OpenLara for GBA
Replies: 7
Views: 958

Re: OpenLara for GBA

Bregalad wrote:
Mon Aug 17, 2020 3:30 am
Impressive !
Does this use mode ? How to make sure everything works with only 256 colours ?
As he says he uses mode 4 (240x160x8).
AFAIR Tomb Raider 1 on PC used 320x200x8bpp and 256 colours are native for it.
by aa-dav
Mon Aug 17, 2020 3:22 am
Forum: GBDev
Topic: OpenLara for GBA
Replies: 7
Views: 958

OpenLara for GBA

XProger (creator of OpenLara - opensource Tomb Raider engine) strarted to port engine to GBA. Github: https://github.com/XProger/OpenLara WebGL demo of OpenLara: http://xproger.info/projects/OpenLara/ GBA image of demo of flying through first level: http://xproger.info/projects/OpenLara/files/gba/Op...
by aa-dav
Sun Aug 16, 2020 8:58 pm
Forum: NESdev
Topic: Questions about NES programming and architecture
Replies: 143
Views: 9012

Re: Questions about NES programming and architecture

I'm actually learning a lot from this, thanks! I will update the diagram, but first I'd like to make sure that I understand everything. So, the CIRAM/CE pin tells the PPU wether to enable the VRAM (which I just learned was also called CIRAM to add up to the confusion) and/or CHR ROM/RAM, right? So ...
by aa-dav
Sun Aug 16, 2020 8:18 am
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 142
Views: 30144

Re: [demo] SNES Sonic

creaothceann wrote:
Sun Aug 16, 2020 6:18 am
https://youtu.be/J4LNM8b9Vg4 :shock: :P :beer:
Cooooool!!! :D
by aa-dav
Fri Aug 14, 2020 11:49 am
Forum: NESdev
Topic: Merging CHR ROM bit planes
Replies: 9
Views: 985

Re: Merging CHR ROM bit planes

Otherwise, it would seem easier to just store 2 bits together, rather than 64 bits apart. Maybe its a hardware thing? None of the things below are applicable to NES CHR data, but bitplanes have several advantages in general: a) videochip could be designed to work with several RAM chips in parralel ...
by aa-dav
Fri Aug 07, 2020 1:14 am
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 142
Views: 30144

Re: [demo] SNES Sonic

So, maybe rotozoom and so on could be done faster really. Why you'd code a rotozoomer on the SNES in the first place when you have mode 7 is anyone's guess, though! I mention it because Masato Maegawa told ''See those bosses? On the SNES they would slow down, that movement requries sooo much comput...
by aa-dav
Thu Aug 06, 2020 11:48 pm
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 142
Views: 30144

Re: [demo] SNES Sonic

Fantastic work! :) As was said above, super speed scrolling doesn't need ''blast processing" marketing blah-blah-blah. It could be done even on NES - and "Bio Force Ape" is real example of it. However some time ago I met some holywar-inducing interview with Treasure game company (authors of Gunstar ...
by aa-dav
Mon Aug 03, 2020 3:31 am
Forum: General Stuff
Topic: Math vs Language in programming
Replies: 19
Views: 3601

Re: Math vs Language in programming

I think "math" notation is shorter, cleaner and doesn't have ambiguity like "move from vs move to" which is rocket engine of previous topic. We were teached to symbols of math operations well and do not have problems with reading them like generals and bookkeepers Grace Hopper dealt with. So I think...