Search found 101 matches
- Wed Jun 13, 2012 10:04 pm
- Forum: Newbie Help Center
- Topic: 8x16 and whatever else unreg wants to know
- Replies: 1522
- Views: 369160
- Wed Jun 13, 2012 7:51 am
- Forum: General Stuff
- Topic: Look at the PM from smkd I got in the mail this morning
- Replies: 14
- Views: 3788
Do you still have it in your sentbox? If so, and if you still want it public, could you PM it to me so that I can replace the extra-wide image in psyco's post that's not only difficult for people using smaller monitors (e.g. me) but completely inaccessible to people who use a screen reader (e.g. pe...
- Wed Jun 13, 2012 6:14 am
- Forum: General Stuff
- Topic: Look at the PM from smkd I got in the mail this morning
- Replies: 14
- Views: 3788
I'm happy to have my name signed to that PM despite this thread being malicious. Everything I wrote is sincere and backed up with basic logic and actual evidence. I invited you to reply if you saw things differently but so far this thread is the only response I've gotten unfortunately. I don't care ...
- Mon Jun 11, 2012 10:31 pm
- Forum: General Stuff
- Topic: Hey NesDEv Community...
- Replies: 5
- Views: 1796
- Thu Jun 07, 2012 3:27 am
- Forum: General Stuff
- Topic: All's Well That Ends Well...
- Replies: 96
- Views: 22922
pichichi010: I appreciate the offer, but we should be set (I believe the server we'll move to is running a Xeon.. just total overkill, I'm sure). It's cool seeing so many willing to offer help with hosting. This site's definitely sticking around for the long term :) Big thanks to koitsu and our eve...
- Thu May 31, 2012 5:17 am
- Forum: Newbie Help Center
- Topic: Nintendo Jump tables
- Replies: 17
- Views: 4214
Apparently this style of code is in many NES games. Metriod has the code that preserves X and Y. My question was basically if this is really a good solution, or if whomever coded it was outsmarting themselves with cleverness, but and I suppose it is a decent way to solve that problem. It's not the ...
- Thu May 17, 2012 9:33 pm
- Forum: SNESdev
- Topic: Road Blaster, now also on SNES
- Replies: 40
- Views: 10886
- Fri Apr 27, 2012 5:15 pm
- Forum: SNESdev
- Topic: mode7 like f-zero
- Replies: 17
- Views: 4872
Does that mean SMK doesn't use the DSP chip after this table is precomputed? Edit: Nevermind, it apparently does. It still uses it to position sprites based on the current camera position and probably other stuff too. I don't really understand this approach. If I were to program something like that...
- Fri Apr 27, 2012 5:38 am
- Forum: SNESdev
- Topic: mode7 like f-zero
- Replies: 17
- Views: 4872
I haven't touched F-Zero in a while and I forgot what it used. F-Zero's track animation when you rotate is pretty jittery and the sprite animation doesn't look good either so they (understandably) cut corners there compared to SMK. I know SMK had 48K of RAM used for mode 7 plus some extra data for t...
- Thu Apr 26, 2012 7:48 am
- Forum: SNESdev
- Topic: mode7 like f-zero
- Replies: 17
- Views: 4872
F-Zero had tables in ROM for each angle they wanted visible. The game just points the HDMA source to the entry for the visible angle on screen. The camera only rotates on a single dimension when racing so that helps keep the number of table entries reasonable. It's limiting though depending on what ...
- Thu Apr 26, 2012 12:40 am
- Forum: SNESdev
- Topic: mode7 like f-zero
- Replies: 17
- Views: 4872
That's right. You can set up a channel to write the BG modes you want to $2105 for different parts of the screen. For a game like F-Zero with mode 1 at the top and mode 7 at the bottom, you only have to change $2105 once in the middle of the frame. The IRQ method can also work well for that since it...
- Wed Apr 25, 2012 7:59 pm
- Forum: General Stuff
- Topic: What can I do to get smkdan to stop stalking my email accoun
- Replies: 5
- Views: 2244
Since this thread will no doubt leave people confused, it appears to be a really bizarre response to my post in his thread here . I think posting about imaginary situations to somehow rally sympathy for yourself will probably have the opposite of the intended effect. I don't think there's much point...
- Sun Oct 17, 2010 11:38 pm
- Forum: SNESdev
- Topic: Advice for an aspiring homebrewer?
- Replies: 24
- Views: 8964
Had a quick look and noticed a few things. Here's a list and source slightly modified to get a green screen like intended. -the vectors are incorrectly set. The 1.51 Snes9x debugger has a "Vector Info" button that shows these, not sure about bsnes. The reset vector was being read as $0000 so it woul...
- Fri Oct 08, 2010 9:03 am
- Forum: SNESdev
- Topic: Alternate application of SuperFX
- Replies: 14
- Views: 4556
Yeah I guess that post was a bit miselading. I know about that, it's just that I have no working system at all and I'd prefer an SFC above anything else (urrrghh, PAL). I've done the EPROM socketing/soldering on neo geo carts so it should be familiar territory. When I get my SFC and some SFX cart, I...
- Fri Oct 08, 2010 5:13 am
- Forum: SNESdev
- Topic: Alternate application of SuperFX
- Replies: 14
- Views: 4556
About neogeo, while it can't rotate sprites, it does have direct access to 128Mbyte of sprite tiles. The cons are being able to only shrink sprites and the 96 sprite/scanline limit will likely get in the way. Pre-rotated frames at full zoom (possibly multiple sizes) will be extremely large all thing...