Search found 493 matches

by Jarhmander
Thu Jun 25, 2020 4:51 am
Forum: NESdev
Topic: VBCC Optimizing C-compiler now supports NES
Replies: 9
Views: 585

Re: VBCC Optimizing C-compiler now supports NES

Wait, two C compilers released less than a week apart? What's this, the year of the C compilers? That being said, that's awesome.

I know some members here would like to see some code examples, like what the equivalent of a hand coded memcpy in C looks like in assembly once compiled.
by Jarhmander
Tue Jun 16, 2020 8:18 am
Forum: Newbie Help Center
Topic: Hello, I'm back, still need assistences
Replies: 98
Views: 2866

Re: Hello, I'm back, still need assistences

I can't agree more with this. Programming is something you learn by doing it. It really helps when you have some environnement where you can freely experiment and do things that works or that crashes and burns — both are valuable experience. Back in college, I learned assembly (self-taught) on PIC m...
by Jarhmander
Tue Jun 02, 2020 4:47 am
Forum: SNESdev
Topic: Gauss Table Creation
Replies: 36
Views: 18402

Re: Gauss Table Creation

Rounding? What the values look like?
by Jarhmander
Thu May 07, 2020 5:02 am
Forum: General Stuff
Topic: What code editor do you use?
Replies: 25
Views: 9001

Re: What code editor do you use?

Vim. The first thing I do when using a new IDE is to find a vim plugin. The one in CLion is decent, though I still edit files with vim when using this IDE because there are things it does way better that anything.
by Jarhmander
Thu May 07, 2020 4:50 am
Forum: NESemdev
Topic: Mesen - NES Emulator
Replies: 834
Views: 367997

Re: Mesen - NES Emulator

Simple question: why is SDL not used on Windows? Is it because it's harder to integrate into window controls? I ask because SDL should be usable on Windows and there would be no need to maintain 2 different rendering codes.
by Jarhmander
Tue Mar 31, 2020 8:27 pm
Forum: Newbie Help Center
Topic: Bit reversing
Replies: 7
Views: 1444

Re: Bit reversing

Let's not forget that bit reversing the frame counter can be useful to allow subpixel velocities without having to store the subpixel position, as explained here.
by Jarhmander
Tue Feb 04, 2020 7:30 pm
Forum: Newbie Help Center
Topic: 8x16 and whatever else unreg wants to know
Replies: 1557
Views: 417734

Re: 8x16 and whatever else unreg wants to know

Thus I won't go into detail about it. So much for completeness... I honestly have no idea what you're referring to, so I can't even research on my own. Don't worry, he's just talking about the SO (set overflow) pin that exists on the stock 6502. It's most known as one obscure feature the C64 CBM dr...
by Jarhmander
Sun Jan 26, 2020 8:21 am
Forum: NESdev
Topic: Undesired Jail bars on French NES and checkerboard pattern
Replies: 45
Views: 18957

Re: Undesired Jail bars on French NES and checkerboard pattern

lidnariq wrote:
Sat Jan 25, 2020 12:34 pm
What does the 26,06 mhz crystal on the nes motherboard do?
"Everything".
Image
by Jarhmander
Wed Dec 25, 2019 1:13 pm
Forum: General Stuff
Topic: Chuck Peddle (1937-11-25–2019-12-15)
Replies: 2
Views: 3894

Chuck Peddle (1937-11-25–2019-12-15)

Recently, Chuck Ingerham Peddle, one of the main designer of the 6502, passed away. While he isn't with us anymore, the 6502 and all it enabled at the time (the NES, the Commodore 64, the Atari 2600, the Apple II and a myriad of other computers and video game consoles) will remain forever as a impor...
by Jarhmander
Sun Apr 21, 2019 5:35 am
Forum: NESdev
Topic: Way to manage spawning points
Replies: 9
Views: 7240

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: 26793

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: 6785

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: 7408

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: 26073

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: 26073

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...