Search found 484 matches
- 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...
- 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 ...
- 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?
Oh you, tepples. I actually giggled at that one. Good one!tepples wrote:I can think of Bubble Bath Babes, Hot Slots, and Peek-A-Boo Poker.bytestorm wrote:Is there any good softcore around of the RP2A03?
- 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...
- 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.
- 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...
- 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 ...
- 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?
- 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...
- 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!
Care to say what kind of issue it causes? I'm curious, because I can't figure out the problem.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.
- 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...
- 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 ...
- 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...
- 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...
- 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...