Search found 591 matches

by tomaitheous
Tue Nov 19, 2019 1:31 am
Forum: General Stuff
Topic: line intersect detection
Replies: 3
Views: 942

line intersect detection

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?
by tomaitheous
Mon Jan 23, 2017 1:34 pm
Forum: General Stuff
Topic: Retro x Modern gaming (long text)
Replies: 17
Views: 3191

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...
by tomaitheous
Mon Jan 23, 2017 10:27 am
Forum: Other Retro Dev
Topic: Z80 T-cycle timing: what the hell damn guy?
Replies: 36
Views: 14149

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...
by tomaitheous
Fri Jan 20, 2017 6:24 pm
Forum: Other Retro Dev
Topic: Z80 T-cycle timing: what the hell damn guy?
Replies: 36
Views: 14149

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...
by tomaitheous
Wed Jan 18, 2017 11:01 pm
Forum: Other Retro Dev
Topic: Z80 T-cycle timing: what the hell damn guy?
Replies: 36
Views: 14149

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...
by tomaitheous
Wed Jan 18, 2017 10:31 pm
Forum: NESdev
Topic: Variadic macro in ca65 possible?
Replies: 15
Views: 3191

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...
by tomaitheous
Mon Jan 16, 2017 6:25 am
Forum: General Stuff
Topic: How to properly playback audio when creating an emulator
Replies: 8
Views: 2319

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...
by tomaitheous
Sun Jan 15, 2017 12:50 pm
Forum: Other Retro Dev
Topic: Z80 T-cycle timing: what the hell damn guy?
Replies: 36
Views: 14149

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...
by tomaitheous
Sun Jan 15, 2017 6:50 am
Forum: Homebrew Projects
Topic: The Banketh - The Video Game.
Replies: 34
Views: 32283

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...
by tomaitheous
Sun Jan 15, 2017 6:38 am
Forum: NESdev
Topic: Does input need to be polled every frame?
Replies: 31
Views: 4820

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...
by tomaitheous
Sat Jan 14, 2017 9:19 am
Forum: General Stuff
Topic: Advice on entry level oscilloscopes
Replies: 11
Views: 3365

Re: Advice on entry level oscilloscopes

lidnariq wrote: If you want more channels or more sample rate, a friend was pleased by the LA1034
.
The site says "timing-state", so it has both modes right? (I assume it would. I'm a totally new to logic analyzers)
by tomaitheous
Sat Jan 14, 2017 9:15 am
Forum: General Stuff
Topic: Advice on entry level oscilloscopes
Replies: 11
Views: 3365

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.
by tomaitheous
Thu Jan 12, 2017 4:52 pm
Forum: General Stuff
Topic: The "feel" of a video game system
Replies: 9
Views: 2055

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...
by tomaitheous
Tue Jan 10, 2017 10:33 pm
Forum: NES Graphics
Topic: List of techniques to fake 3D graphics with 2D hardware
Replies: 21
Views: 9038

Re: List of techniques to fake 3D graphics with 2D hardware

Espozo wrote:
tepples wrote:But no more so than the coins and trees in Super Mario 64.
And it looked just as bad there too. How that game runs at only 30fps amazes me.
I take it you're not familiar with that generation?
by tomaitheous
Tue Jan 03, 2017 10:15 pm
Forum: General Stuff
Topic: "Open Hardware Monitor" no CPU temperature for AMD A12-9700P
Replies: 22
Views: 4058

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???