Search found 101 matches

by smkd
Wed Jun 13, 2012 10:04 pm
Forum: Newbie Help Center
Topic: 8x16 and whatever else unreg wants to know
Replies: 1522
Views: 369160

Another easy to overlook problem is pushing bytes onto the stack in some subroutine, but forgetting to pull them before the RTS is reached which will make the CPU jump off to some random location.
by smkd
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...
by smkd
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 ...
by smkd
Mon Jun 11, 2012 10:31 pm
Forum: General Stuff
Topic: Hey NesDEv Community...
Replies: 5
Views: 1796

Hey Googie. We don't have a whole lot of NES artists here so it's cool having you onboard. I saw some of your stuff on board2 (smkd*an* there, guy who made editors) and I liked what I saw so definitely looking forward to any future works =)
by smkd
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...
by smkd
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 ...
by smkd
Thu May 17, 2012 9:33 pm
Forum: SNESdev
Topic: Road Blaster, now also on SNES
Replies: 40
Views: 10886

Nice work. I tried it out and while I'm not a huge fan of the gameplay, it looks like a well presented port. Well done =)
by smkd
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...
by smkd
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...
by smkd
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 ...
by smkd
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...
by smkd
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...
by smkd
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...
by smkd
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...
by smkd
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...