Search found 159 matches

by aa-dav
Sun Apr 11, 2021 11:40 pm
Forum: Other Retro Dev
Topic: Was the GBA's sound worse than the 8-bit NES's sound?
Replies: 7
Views: 465

Re: Was the GBA's sound worse than the 8-bit NES's sound?

Sometime ago I made (unfinished) port of Contra Force Advance from NES to GBA. All sounds are converted to 8-bit samples. Frequency of sound DMA channel is 16384. Music is changed to modern cover. So you can compare it from video: https://youtu.be/FwRUjuW54aE I think sound of metal cover interesting...
by aa-dav
Sat Mar 13, 2021 4:16 am
Forum: Newbie Help Center
Topic: Making function calls in assembly code
Replies: 3
Views: 814

Re: Making function calls in assembly code

I imagine this is a silly question, so it's a little embarrassing, but I've been struggling with this for a while... I'm trying to organize my code a little and I'd like to use functions that are only executed when they are called from another part of the code. If I just add the functions to the .a...
by aa-dav
Fri Mar 12, 2021 8:16 pm
Forum: Newbie Help Center
Topic: Why Doesn't the NES Show Artifact Colors?
Replies: 42
Views: 29967

Re: Why Doesn't the NES Show Artifact Colors?

...so there's room for 1.5MHz×2×¾÷15745Hz ≈ 143 distinct colors per scanline. Did I miss this formula first time I read answer? :oops: It's really the answer I need! Now I see there blanks are turned out. Last two questions: - is there simple interpretation of coefficient 2 (like two half-periods) ...
by aa-dav
Fri Mar 12, 2021 7:34 pm
Forum: Newbie Help Center
Topic: Why Doesn't the NES Show Artifact Colors?
Replies: 42
Views: 29967

Re: Why Doesn't the NES Show Artifact Colors?

First of all - then we talk about '~227.5 color bursts per line in NTSC video signal' - how do HBlank periods affect to it? AFAIU '227.5' number derives from direct calculation with frequencies of 3.58 and 525/60 (latter is approx, I know). 227.5 is by definition. That I meant is: if we take 3.58MH...
by aa-dav
Fri Mar 12, 2021 6:23 pm
Forum: Newbie Help Center
Topic: Why Doesn't the NES Show Artifact Colors?
Replies: 42
Views: 29967

Re: Why Doesn't the NES Show Artifact Colors?

The same question via google led me here. But I still have a couple of questions. First of all - then we talk about '~227.5 color bursts per line in NTSC video signal' - how do HBlank periods affect to it? AFAIU '227.5' number derives from direct calculation with frequencies of 3.58 and 525/60 (latt...
by aa-dav
Tue Mar 02, 2021 9:06 pm
Forum: Other Retro Dev
Topic: Virtual processor Simpleton 4
Replies: 7
Views: 6907

Re: Virtual processor Simpleton 4

During discussion on another forum I was gifted with excellent idea! (Many thanks to Lethargeek from https://hype.retroscene.org (russian resource)!) In Simpleton 4 writing to indirect PC (like in 'move [ pc ] $100') is forbidden because of total meaninglessness (unlike indirect PC reading which imp...
by aa-dav
Mon Feb 15, 2021 9:06 pm
Forum: General Stuff
Topic: Why a lot of 8-bit (or alike) developers think we loved excessive difficulty?
Replies: 13
Views: 4548

Re: Why a lot of 8-bit (or alike) developers think we loved excessive difficulty?

I agree with 93143, a game is much more rewarding if it's hard at first and you have to practice to be able to beat it (though it can also make you feel a bit guilty of getting good at something as useless as gaming). Simply following easy instructions isn't very stimulating. This is not case for 8...
by aa-dav
Sun Feb 14, 2021 10:31 pm
Forum: General Stuff
Topic: Why a lot of 8-bit (or alike) developers think we loved excessive difficulty?
Replies: 13
Views: 4548

Re: Why a lot of 8-bit (or alike) developers think we loved ass rape?

Nikku4211 wrote:
Sun Feb 14, 2021 10:03 pm
Also, nice clickbait title.
It is not 'clickbait', it is 'alarm report'.
I am (adjective starting letter 'F') tired of this shit.
Every (adjective starting letter 'F') indie-developer think diffictulty is the goal.
But it is not.
And it never was.
The goal is to play the game!
by aa-dav
Sun Feb 14, 2021 9:27 pm
Forum: General Stuff
Topic: Why a lot of 8-bit (or alike) developers think we loved excessive difficulty?
Replies: 13
Views: 4548

Re: Why a lot of 8-bit (or alike) developers think we loved ass rape?

Arcade games were made hard so you keep putting quarters in. It's another interesting thing (about Arcades). I believe concept of "TIMER OF DEATH" (TOD) is strongly belongs to Arcade games. Just because of their nature of coin operating machine. But developers of 80-s didn't think about it and plac...
by aa-dav
Sun Feb 14, 2021 3:04 pm
Forum: General Stuff
Topic: Why a lot of 8-bit (or alike) developers think we loved excessive difficulty?
Replies: 13
Views: 4548

Why a lot of 8-bit (or alike) developers think we loved excessive difficulty?

I never love hard-as-ass difficulty in 8/16-bit games in my childhood. Never! Most of my beloved games from past are easy-peasy by standards of the era. But why every (hidden adjective) developer developing something like "8-bit-looking-like game" think we love it to be hard as hammer??? I don't rea...
by aa-dav
Sat Feb 13, 2021 1:31 am
Forum: Other Retro Dev
Topic: Virtual processor Simpleton 4
Replies: 7
Views: 6907

Re: Virtual processor Simpleton 4

New (math-)assembler syntax is implemented and pushed to github.
Keyword 'mode' switches between modes: 'mode classic' and 'mode new'.
So, code just above should be started with 'mode new' line.
by aa-dav
Sun Feb 07, 2021 3:18 am
Forum: SNESdev
Topic: Questions about Vblank, NMI, DMA
Replies: 7
Views: 4013

Re: Questions about Vblank, NMI,

First of all - CPU executes program instruction by instruction. But it can be interrupted in the process what is called 'interrupt' by external signal. NES/SNES have two interrupts: maskable IRQ (CPU has instructions which enables or disables this) and non-maskable NMI (CPU cannot ignore this signal...
by aa-dav
Sat Feb 06, 2021 11:06 pm
Forum: Other Retro Dev
Topic: Virtual processor Simpleton 4
Replies: 7
Views: 6907

Re: Virtual processor Simpleton 4

lidnariq wrote:
Sat Feb 06, 2021 9:39 pm
Before long you'll be looking through the APL unicode points and thinking you want to use those for your assembly mnemonics :mrgreen:
:) Nah, I'm totally ok with this. ASCII is mandatory.
by aa-dav
Sat Feb 06, 2021 9:09 pm
Forum: Other Retro Dev
Topic: Virtual processor Simpleton 4
Replies: 7
Views: 6907

Re: Virtual processor Simpleton 4

One thing I always dislike in assemblers is symbolic syntax which is verbose and unintuitive. So, I implemented math-notation for Simpleton 3 which uses C-like expressions like in 'R0 += [ label ]'. Simpleton4 instruction set makes it harder to implement math-notation, so I started from classic asse...
by aa-dav
Thu Feb 04, 2021 9:31 am
Forum: Other Retro Dev
Topic: Virtual processor Simpleton 4
Replies: 7
Views: 6907

Re: Virtual processor Simpleton 4

I am not experienced in schematics and hardware creation, but I hope some day I will have enough time to learn more about it and create Simpleton-based system in real hardware (FPGA). Another thing which seems like challenge is interrupt handling. The problem is: interrupt ignition (like in typical ...