Search found 484 matches

by Jarhmander
Sun Apr 21, 2019 5:35 am
Forum: NESdev
Topic: Way to manage spawning points
Replies: 9
Views: 6157

Re: Way to manage spawning points

Different object types, such as moving platforms, like you mentioned, may need different properties, and I handle that by giving each object in the object definition table a "parameter" byte. If 8 bits are enough to represent an object's type's attributes, great, if not, those 8 bits are used to in...
by Jarhmander
Tue Mar 26, 2019 5:45 am
Forum: NES Music
Topic: APU: volume and... envelope? ^^;;;
Replies: 35
Views: 19687

Re: APU: volume and... envelope? ^^;;;

Some Sunsoft games used short triangle bursts like za909 posted. The croaking frogs in Gimmick!, or some sound effects in Fester's Quest, etc. I think Metroid also used it for the "bubble" sound in the Tourian area music. It's not very common, though. Famitracker never supported it (though I dunno ...
by Jarhmander
Wed Mar 20, 2019 5:22 am
Forum: NES Hardware and Flash Equipment
Topic: Verified RP2A03 Verilog/VHDL core?
Replies: 3
Views: 5993

Re: Verified RP2A03 Verilog/VHDL core?

tepples wrote:
bytestorm wrote:Is there any good softcore around of the RP2A03?
I can think of Bubble Bath Babes, Hot Slots, and Peek-A-Boo Poker.
Oh you, tepples. I actually giggled at that one. Good one!
by Jarhmander
Sun Mar 10, 2019 7:38 am
Forum: NESdev
Topic: Create a 256x192 bitmap mode in C?
Replies: 14
Views: 6163

Re: Create a 256x192 bitmap mode in C?

You need 2 background palettes: Color 00: black; Color 01: white; Color 10: black; Color 11: black; Color 00: black; Color 01: black; Color 10: white; Color 11: white; The first palette honors bit 0 of the color index and ignores bit 1, the second palette honors bit 1 and ignores bit 0. This allows...
by Jarhmander
Thu Feb 07, 2019 5:10 pm
Forum: General Stuff
Topic: The Difficulty of ARM Assembly
Replies: 57
Views: 23228

Re: The Difficulty of ARM Assembly

... and that's essentially what a Global Offset Table (GOT) is.
by Jarhmander
Sun Feb 03, 2019 9:31 am
Forum: General Stuff
Topic: The Difficulty of ARM Assembly
Replies: 57
Views: 23228

Re: The Difficulty of ARM Assembly

ARMv6-M (the core of Cortex-M0) is a bastardization; it's a stripped down, not very orthogonal copy of ARMv7-M (Cortex-M3). For instance, on the ARMv6-M, much of the instructions can only act on r0-r7, and the destination is forced to be the same than one of the operand —very few instructions can us...
by Jarhmander
Sun Jan 27, 2019 12:00 pm
Forum: Other Retro Dev
Topic: AMT630A firmware for mini TFT screens
Replies: 46
Views: 63207

Re: AMT630A firmware for mini TFT screens

With a ST Nucleo board and STLink utility, you could do an SPI flash programmer fairly easily. STLink utility comes with "external loaders", which can be used to flash external memories connected to a ST mcu. You can thus wire up a Nucleo to the SPI Flash, and then use an external loader that works ...
by Jarhmander
Fri Jan 25, 2019 11:56 pm
Forum: GBDev
Topic: Vaus-like controller planned for Alleyway?
Replies: 8
Views: 6074

Re: Vaus-like controller planned for Alleyway?

16bit report? That's... intense. Like, sure, the ADC in the controller is probably 10 bits in resolution, but 7 bits would be sufficient, right?
by Jarhmander
Thu Jan 24, 2019 10:54 pm
Forum: GBDev
Topic: Vaus-like controller planned for Alleyway?
Replies: 8
Views: 6074

Vaus-like controller planned for Alleyway?

Two days ago, I attended a meetup of C++ Montréal. The presentation was about the presenter's (Frédéric Hamel) attempt to make a fairly accurate Gameboy (DMG) emulator in C++11. I have to say, it's quite a strange feeling to hear about things and people you only saw in the internet, never in the "re...
by Jarhmander
Wed Jan 02, 2019 8:28 am
Forum: Newbie Help Center
Topic: How to do math with values that wrap around at 240? (scroll)
Replies: 11
Views: 3208

Re: How to do math with values that wrap around at 240? (scr

Happy New Year everyone!
tepples wrote:The only restriction on the scroll position in VRAM space and world space is that their difference has to be a multiple of 16. Allowing them to become unaligned recently bit me.
Care to say what kind of issue it causes? I'm curious, because I can't figure out the problem.
by Jarhmander
Sun Dec 30, 2018 12:18 pm
Forum: Newbie Help Center
Topic: Load Background loop
Replies: 5
Views: 2546

Re: Load Background loop

Are you familiar with the various indirect addressing mode? That's because you will need to deal with 16-bit quantities, and indexed addressing won't cut it, because it can only be used with 8-bit indexes. There are several ways to do this, but essentially, you need to put a pointer in zero page, ha...
by Jarhmander
Tue Dec 25, 2018 9:44 pm
Forum: General Stuff
Topic: New member's presentation : Beber69
Replies: 9
Views: 4925

Re: New member's presentation : Beber69

Well, after all the French speaking members replied, Salut m'sieur, bienvenu icitte! J'te souhaite avoir du fun en masse parmi nous autres pis qu'on puisse répondre à tes questions. On est pas du monde ben compliqué, fait que tant que t'es smatte ça va ben se passer. Heheh, always funny to write in ...
by Jarhmander
Sat Dec 22, 2018 9:30 pm
Forum: SNESdev
Topic: GSS hanging on hw, spc quirk?
Replies: 23
Views: 11796

Re: GSS hanging on hw, spc quirk?

There is no exe, as in you need to compile it if you want one. Can I expect that developers of retro console games who use Windows will either have already installed MinGW-w64 and MSYS2 or be willing to install them? My current build process requires Python and GNU Make, and I occasionally get comp...
by Jarhmander
Tue Dec 18, 2018 7:15 pm
Forum: Other Retro Dev
Topic: N64 benchmarks
Replies: 41
Views: 33581

Re: N64 benchmarks

I had tried that with some of the audio codecs, and -Os was something like 20% slower than -O3. I didn't try with MIPS, however something that I observed is that gcc often generates smaller code with -O3 than with -Os, at least when compiling for ARM Cortex-M3 devices. That alone may explain the di...
by Jarhmander
Wed Oct 31, 2018 10:19 pm
Forum: NESdev
Topic: Copying a pointer of a pointer to a pointer
Replies: 14
Views: 5639

Re: Copying a pointer of a pointer to a pointer

Wow, this shows that I should not post minutes before leaving for work... This is correct, and about the best I can think of at the moment: ldy #0 sty zptemp+1 lda index asl a rol zptemp+1 adc arrayOfArray sta zptemp lda arrayOfArray+1 adc zptemp+1 sta zptemp+1 lda (zptemp), y sta array iny lda (zpt...