Search found 214 matches

by creaothceann
Sun Jan 05, 2020 12:27 pm
Forum: SNESdev
Topic: Save State/Load State GUI in emulators...
Replies: 36
Views: 13428

Re: Save State/Load State GUI in emulators...

zzo38 wrote:
Sun Jan 05, 2020 11:28 am
you also need to store the screenshot in each save file so it will also use disk space
112 KB for a 256x224x16bit preview. Even if you have only 1 GB of space left on your HDD / SSD / USB stick, that's still enough for over 9000 savestates...
by creaothceann
Fri Jan 03, 2020 6:55 am
Forum: General Stuff
Topic: Multi-pass assembler questions
Replies: 7
Views: 953

Re: Multi-pass assembler questions

When a not-yet-defined symbol is used in an expression, what do you do? The expression needs to evaluate to something, or the line of code it comes from can't be assembled Just repeatedly do a pass that collects all the symbol names and values it can get, until the number of names without value rea...
by creaothceann
Thu Dec 26, 2019 6:53 pm
Forum: SNESdev
Topic: HDMA effects before the SNES
Replies: 5
Views: 1084

Re: HDMA effects before the SNES

Afaik on other systems that was done with display lists, interrupts or just plain cycle counting.
by creaothceann
Tue Dec 24, 2019 4:36 am
Forum: General Stuff
Topic: logic analyzer recommendations
Replies: 2
Views: 1426

Re: logic analyzer recommendations

For signals with a frequency f you need a sample rate of at least f * 2 in the logic analyzer. More = better, obviously. The type of probes matters a lot, too. https://www.youtube.com/watch?v=dobU-b0_L1I https://www.youtube.com/watch?v=xZ5wKYnCNcs https://sigrok.org/wiki/Probe_comparison I plan to t...
by creaothceann
Thu Dec 05, 2019 3:51 am
Forum: SNESdev
Topic: New Super Mario Land
Replies: 15
Views: 4408

Re: New Super Mario Land

Pokun wrote:
Wed Dec 04, 2019 1:46 pm
The fourth and worst part is the camera. It scrolls too far ahead and moves too slowly when changing directions, which makes it very annoying when you change directions often.
Agreed. People should really look at what's out there... 1 2 3 4
by creaothceann
Fri Nov 29, 2019 1:27 pm
Forum: SNESdev
Topic: New Super Mario Land
Replies: 15
Views: 4408

Re: New Super Mario Land

I guess that would be possible with Bizhawk with some TAS movie conversion.
by creaothceann
Tue Nov 19, 2019 2:59 pm
Forum: SNESdev
Topic: Target width for widescreen patches?
Replies: 37
Views: 11715

Re: Target width for widescreen patches?

You'd just have to watch the ship approaching the space station.
by creaothceann
Tue Oct 22, 2019 11:17 am
Forum: NESemdev
Topic: Emdev newbie - PPU woes
Replies: 10
Views: 3357

Re: Emdev newbie - PPU woes

If the program is still evolving then it's perfectly fine to not spend too much time on optimizations.

At the end maybe you can even get the jackpot: clear code that after compilation is as fast as code that has been optimized to hell and back.
by creaothceann
Sun Oct 20, 2019 11:59 am
Forum: NESemdev
Topic: Emdev newbie - PPU woes
Replies: 10
Views: 3357

Re: Emdev newbie - PPU woes

if (MirrorMode == NametableMirrorType::Vertical) { if (address >= 0x2000 && address <= 0x23FF) return VRAM.Nametable[0][address & 0x03FF]; else if (address >= 0x2400 && address <= 0x27FF) return VRAM.Nametable[1][address & 0x03FF]; else if (address >= 0x2800 && address <= 0x2BFF) return VRAM.Nameta...
by creaothceann
Tue Sep 10, 2019 5:12 am
Forum: SNESdev
Topic: Questions about SNES programming
Replies: 27
Views: 14304

Re: Questions about SNES programming

Though it's not like there are no ROMs that have no uncompressed graphics.

Just load a ZSNES or SNES9x 1.43 savestate into vSNES, then load the ROM and use the savestate's palette to look through the ROM.
by creaothceann
Mon Sep 09, 2019 3:43 am
Forum: SNESdev
Topic: Questions about SNES programming
Replies: 27
Views: 14304

Re: Questions about SNES programming

Afaik using DMA would be faster than using MVN/MVP, and doesn't use the CPU registers for its operation.
by creaothceann
Tue Aug 27, 2019 4:40 am
Forum: SNESdev
Topic: How the Memory Map works exactly
Replies: 8
Views: 4692

Re: How the Memory Map works exactly

Oziphantom wrote:The SNES does have some internal logic, to handle the RAM mirroring, the IO mirroring and the SRAM mirroring and the WRAM enable.
relevant link
by creaothceann
Mon Aug 26, 2019 11:04 pm
Forum: SNESdev
Topic: How the Memory Map works exactly
Replies: 8
Views: 4692

Re: How the Memory Map works exactly

I'm pretty sure mirrored memory just means it's copied into a different bank to be used by the SNES without having to change banks, benefiting the programmer. And I've also seen that only some memory areas can be used as FastROM. But I'm still unsure about what shadowed memory is - or if I should e...
by creaothceann
Sat Aug 17, 2019 2:11 pm
Forum: SNESdev
Topic: Target width for widescreen patches?
Replies: 37
Views: 11715

Re: Target width for widescreen patches?

koitsu wrote:false advertising
byuu wrote:every game will require manual reprogramming work
by creaothceann
Sat Aug 17, 2019 6:02 am
Forum: SNESdev
Topic: Target width for widescreen patches?
Replies: 37
Views: 11715

Re: Target width for widescreen patches?

Does a wider draw distance decrease the game's internal fps? If so, would the overclocking option negate this? It most probably would. Unless the hack is doing something weird like using emulator-specific registers to control the emulator directly, which would create the possibility to basically do...