I was curious so I started looking for a 65x version, but couldn't really find anything.
Are there any fast/clever exploits for detecting the intersection of two lines on old hardware?
Search found 591 matches
- Tue Nov 19, 2019 1:31 am
- Forum: General Stuff
- Topic: line intersect detection
- Replies: 3
- Views: 5134
- Mon Jan 23, 2017 1:34 pm
- Forum: General Stuff
- Topic: Retro x Modern gaming (long text)
- Replies: 17
- Views: 5094
Re: Retro x Modern gaming (long text)
Personal rating of consoles --------------------------- NES - classic gen Super NES - classic+ gen Nintendo64 - classic-to-mid gen Playstation/Playstation2 - mid gen GameCube - mid+ gen Wii - modern gen X360/Wii U - modern+ gen PS4 - modern++ gen How is the n64 classic-to-mid gen while the PS is mi...
- Mon Jan 23, 2017 10:27 am
- Forum: Other Retro Dev
- Topic: Z80 T-cycle timing: what the hell damn guy?
- Replies: 36
- Views: 21790
Re: Z80 T-cycle timing: what the hell damn guy?
> It's a matter of perspective. The raising edge of the hsync is arguably the beginning of the next line, in which the VDC generates the interrupt (if line match). After talking with Ryphecha about it, she advised that the interrupt actually triggers near the very end of the previous scanline you a...
- Fri Jan 20, 2017 6:24 pm
- Forum: Other Retro Dev
- Topic: Z80 T-cycle timing: what the hell damn guy?
- Replies: 36
- Views: 21790
Re: Z80 T-cycle timing: what the hell damn guy?
> So no plans for b5150 in higan, I take it :p I'm going to have to internally stretch the video (interpolate) from both chips in order to combine them now. The VCE controls the dot clock for both at the same time, not individually. I don't see the problem in mixing the two signals, although VPC re...
- Wed Jan 18, 2017 11:01 pm
- Forum: Other Retro Dev
- Topic: Z80 T-cycle timing: what the hell damn guy?
- Replies: 36
- Views: 21790
Re: Z80 T-cycle timing: what the hell damn guy?
Oh okay, yeah. Line coincidence isn't, to me at least, hsync. When I think hsync, I think something like SNES HDMA, where the goal is to fire during the horizontal blanking period of each line so you can write to registers before the next active display section. Huh? Hsync.. when the sync pulse sta...
- Wed Jan 18, 2017 10:31 pm
- Forum: NESdev
- Topic: Variadic macro in ca65 possible?
- Replies: 15
- Views: 5196
Re: Variadic macro in ca65 possible?
what I've concluded to e a very unhealthy fixation on macros (almost all responses from him involve macro advocacy). I'd say your lack of consistent work in assembly has gained you an ignorant perception of macros. Anyone who's coded in enough assembly over the years, especially on something like t...
- Mon Jan 16, 2017 6:25 am
- Forum: General Stuff
- Topic: How to properly playback audio when creating an emulator
- Replies: 8
- Views: 4348
Re: How to properly playback audio when creating an emulator
To aliviate the problem, I had a idea to automatically correct the playback cursor over time. The code to do this was really simple, after each copy (ring buffer -> sdl stream), I calculated the difference between the write cursor and the playback cursor (ideally, the playback cursor should be at t...
- Sun Jan 15, 2017 12:50 pm
- Forum: Other Retro Dev
- Topic: Z80 T-cycle timing: what the hell damn guy?
- Replies: 36
- Views: 21790
Re: Z80 T-cycle timing: what the hell damn guy?
^ Sure. But if you want to write to vram during active display with Txx instructions, you have to use smaller segments like 32 bytes as not to delay hsync interrupts too long (all writes to vdc regs are buffered, but you have a 455 cpu cycle window to get them written per line). That brings down the...
- Sun Jan 15, 2017 6:50 am
- Forum: Homebrew Projects
- Topic: The Banketh - The Video Game.
- Replies: 34
- Views: 42182
Re: The Banketh - The Video Game **UPDATE 09/01/2017** ¡DEMO
Pardon me. Let me elaborate the question: 1)the player character is made up of four sprites, unless you're using 8x16 mode. which of the sprites' x/y positions do you use for a base when calculating your collision points? Why would the meta sprite data directly dictate collision data? Make an objec...
- Sun Jan 15, 2017 6:38 am
- Forum: NESdev
- Topic: Does input need to be polled every frame?
- Replies: 31
- Views: 6983
Re: Does input need to be polled every frame?
In my game engine, I only poll input when I process the player action (or in other cases such as the menu) and do *not* do this in i.e. the VBlank NMI routine systematically. In particular if I do not use the input I do not poll it, however some games polls controller in the NMI routine . ( There i...
- Sat Jan 14, 2017 9:19 am
- Forum: General Stuff
- Topic: Advice on entry level oscilloscopes
- Replies: 11
- Views: 5033
Re: Advice on entry level oscilloscopes
The site says "timing-state", so it has both modes right? (I assume it would. I'm a totally new to logic analyzers)lidnariq wrote: If you want more channels or more sample rate, a friend was pleased by the LA1034
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- Sat Jan 14, 2017 9:15 am
- Forum: General Stuff
- Topic: Advice on entry level oscilloscopes
- Replies: 11
- Views: 5033
Re: Advice on entry level oscilloscopes
I ended up buying the Owon SDS1702 "used but like new" for $260. Now I'm researching for USB logic analyzer. Something cheap in the 50-100mhz range with at least 8 channels - $100 or less.
- Thu Jan 12, 2017 4:52 pm
- Forum: General Stuff
- Topic: The "feel" of a video game system
- Replies: 9
- Views: 3306
Re: The "feel" of a video game system
I'm also curious about wanting to know if someone could tell the difference between a real NES vs a NES inspired game if the NES inspired game was created with all the NES's limitations in mind. Could you make a game that looks and feels exactly like an NES game, yet doesn't run on real hardware an...
- Tue Jan 10, 2017 10:33 pm
- Forum: NES Graphics
- Topic: List of techniques to fake 3D graphics with 2D hardware
- Replies: 21
- Views: 14033
Re: List of techniques to fake 3D graphics with 2D hardware
I take it you're not familiar with that generation?Espozo wrote:And it looked just as bad there too. How that game runs at only 30fps amazes me.tepples wrote:But no more so than the coins and trees in Super Mario 64.
- Tue Jan 03, 2017 10:15 pm
- Forum: General Stuff
- Topic: "Open Hardware Monitor" no CPU temperature for AMD A12-9700P
- Replies: 22
- Views: 6188
Re: "Open Hardware Monitor" no CPU temperature for AMD A12-9
That AMD chip is an APU; your GPU temp *is* your CPU temp. What more do you want to know???