Search found 275 matches

by creaothceann
Sun Jan 17, 2021 2:26 am
Forum: SNESdev
Topic: Why don't we have a SNES Game Jam?
Replies: 32
Views: 2287

Re: Why don't we have a SNES Game Jam?

You could try asking on Pouet and RHDN.
by creaothceann
Tue Jan 05, 2021 11:27 pm
Forum: SNESdev
Topic: Using slow ROM for new games?
Replies: 21
Views: 2978

Re: Using slow ROM for new games?

Señor Ventura wrote:
Tue Jan 05, 2021 7:23 pm
i always believed that the reason why the DMA runs at 2.68 mhz was the WRAM (cause it ran supposedly at 2.68mhz).
There also might be slow RAM/ROM chips in the cartridge.
by creaothceann
Tue Dec 29, 2020 5:46 pm
Forum: SNESdev
Topic: getting started on SNES
Replies: 59
Views: 17026

Re: getting started on SNES

Lastly, coming from frontend web development world, the whole ASM seems like a... complex and mystical place! It seems to take quite a while to understand the whole essence of it. So, if you have clear, dummy friendly perspectives on what it is about in simple terms, I would be happy to hear. Right...
by creaothceann
Fri Dec 25, 2020 8:07 pm
Forum: SNESdev
Topic: Snes Audio emulation accuracy in 2020
Replies: 8
Views: 1175

Re: Snes Audio emulation accuracy in 2020

Afaik bsnes/higan is bit-perfect to a real SNES' digital output before the DAC. (Though this might differ if you enable compilation with a different audio core?)

The SNES also has a low-pass filter, which afaik isn't emulated.
by creaothceann
Sun Dec 13, 2020 6:48 am
Forum: SNESdev
Topic: Strange snes issue
Replies: 9
Views: 1672

Re: Strange snes issue

You could sell the SNES on ebay as broken / for parts.

Or repair it with another broken one, if you have the tools and experience...
by creaothceann
Thu Nov 19, 2020 11:50 pm
Forum: SNESdev
Topic: SNES Development and 64tass
Replies: 13
Views: 4424

Re: SNES Development and 64tass

The Pro Action Replay "controls" the contents of WRAM, but it does this by redirecting the NMI handler and constantly writing the values to WRAM. However, wasn't there a thread about a homebrew expansion port device on this forum that could read address bus B and clear data bus bits / drive data bus...
by creaothceann
Sun Nov 15, 2020 11:27 pm
Forum: SNESdev
Topic: SNES Development and 64tass
Replies: 13
Views: 4424

Re: SNES Development and 64tass

You seem to not quite get there is no Bank $80 it never exists. The SNES address space is only 23 bits so you have SAAAAAAAAAAAAAAAAAAAAAAA So S is speed access and A is the address. Thus Bank $00 and Bank $80 are the same bank. It is easier to think of it as 24-bit imo, we can't just use bit 23 fo...
by creaothceann
Mon Nov 09, 2020 6:46 am
Forum: SNESdev
Topic: Can layer 1 use 2bpp tiles?
Replies: 7
Views: 3508

Re: Can layer 1 use 2bpp tiles?

To know what technique your games uses I suggest using either BGMAPPER (this requires DOSBox since recent versions of Windows cannot run natively DOS programs anymore) or SNES9xdebug. Or vSNES, which was inspired by BGMAPPER... https://www.romhacking.net/utilities/274/ https://wiki.vg-resource.com/...
by creaothceann
Mon Nov 02, 2020 4:32 am
Forum: SNESdev
Topic: Are High SNES Homebrew Expectations Justified?
Replies: 103
Views: 28083

Re: Are High SNES Homebrew Expectations Justified?

Is the audience going to use the source code that often comes with homebrewed games? Are the games offering new or at least well-done game mechanics or levels, or maybe an interesting story? Because these are pretty much the only things that homebrew games may offer since they generally lack the man...
by creaothceann
Fri Oct 23, 2020 12:27 am
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 179
Views: 79363

Re: [demo] SNES Sonic

Like this, I presume: blue green red -------------------------------- BG1 xx000 xxx00 xxx00 (all tile palette indices set to zero) BG2 00xx0 000x0 000x0 This would require the first 16 colors of CGRAM to be filled with all variations of 00xx0_000x0_000x0. The lowest bits (0000y_0000y_0000y) could al...
by creaothceann
Sun Oct 18, 2020 4:18 pm
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 179
Views: 79363

Re: [demo] SNES Sonic

That helicopter is really nice!
by creaothceann
Sun Oct 18, 2020 1:27 am
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 179
Views: 79363

Re: [demo] SNES Sonic

lidnariq wrote:
Sat Oct 17, 2020 11:55 am
Pseudo-HiRes works in modes 0-4.
Mode 7 too, probably.
by creaothceann
Wed Oct 14, 2020 12:37 am
Forum: SNESdev
Topic: PEA/PER/PEI instruction and stack relative addressing modes
Replies: 16
Views: 6720

Re: PEA/PER/PEI instruction and stack relative addressing modes

The right edge also moves. Naively, I would have expected the horizontal blanking period to be slightly shorter to account for this difference; instead the active portion of scanline #141 is one high-res pixel shorter. I have to assume that the IRQ is in the middle of the display. Thanks for testin...
by creaothceann
Mon Oct 12, 2020 12:26 am
Forum: SNESdev
Topic: PEA/PER/PEI instruction and stack relative addressing modes
Replies: 16
Views: 6720

Re: PEA/PER/PEI instruction and stack relative addressing modes

These should be the registers to set: RESET: ; write %00000000 to $212C (TM ) to disable backgrounds & sprites ; write %00000000 to $2121 (CGADD ) ; write %11111111 to $2121 (CGDATA ) ; write %11111111 to $2121 (CGDATA ) to make color 0 (the entire screen) white ; write %10001111 to $2100 (INIDISP )...