At least on SMWCentral, IPS is deprecated in favor of BPS which can move things around.
Search found 422 matches
- Fri Nov 27, 2020 11:30 am
- Forum: SNESdev
- Topic: Why no SNES homebrew scene?
- Replies: 460
- Views: 170190
- Mon Nov 16, 2020 10:16 pm
- Forum: SNESdev
- Topic: Why did Yoshi's Island fake Super FX features?
- Replies: 17
- Views: 7776
Re: Why did Yoshi's Island fake Super FX features?
The Data Crystal page's ROM map has some game logic routines documented that were written in SuperFX assembly, and it stores a lot of game state in SuperFX RAM but I don't know to what degree the 65816 and SuperFX are split for game logic.
- Sun Nov 15, 2020 6:35 pm
- Forum: NESemdev
- Topic: Mesen - NES Emulator
- Replies: 946
- Views: 517050
Re: Mesen - NES Emulator
Hey, thanks for that. I think you should change the Readme, to indicate it's a fork to contribute to. Also Readme currently points to mesen.ca website for downloads and donates, which are not under your control. Also it mentions Arch package, which I suppose you won't be able to update. Unless you ...
- Sun Nov 15, 2020 6:21 pm
- Forum: SNESdev
- Topic: Why did Yoshi's Island fake Super FX features?
- Replies: 17
- Views: 7776
Re: Why did Yoshi's Island fake Super FX features?
I'm under the impression that most of the fancy HDMA effects are the SuperFX being shown off. Performing a bunch of math to calculate the HDMA tables at 60fps sound like exactly the kind of thing it'd be good at. I ended up using ~20% of the processor time in my own game calculating some very simple...
- Sat Nov 14, 2020 6:14 pm
- Forum: Homebrew Projects
- Topic: Nova side game for large CHR RAM mappers
- Replies: 0
- Views: 7843
Nova side game for large CHR RAM mappers
I wanted a side project that would present some interesting technical challenges while also not requiring as much art effort as my SNES game, so I'm working on a game similar to Nova the Squirrel 1 but without PRG RAM. Instead, I'm taking advantage of the large CHR RAM in the Action 53 mapper, UNROM...
- Fri Nov 06, 2020 11:37 am
- Forum: SNESdev
- Topic: Loading and running 65816 code with Super Game Boy
- Replies: 17
- Views: 7268
Re: Loading and running 65816 code with Super Game Boy
What about simply distributing the SNES game in a GB cart along with the GB version, just like what Space Invaders on GB did? Or alternatively just port the SNES side to being a native SNES game, if you want to do a SNES cartridge release. I'm intending on including a SNES version on a Game Boy Col...
- Tue Nov 03, 2020 3:55 pm
- Forum: SNESdev
- Topic: Are High SNES Homebrew Expectations Justified?
- Replies: 103
- Views: 40055
Re: Are High SNES Homebrew Expectations Justified?
At least for my own SNES development, I don't care that much what the average retro gamer will think since they aren't the intended audience. When comparing the complexity of programming the NES and SNES you should take into account the complexity the NES has (attribute table, bank switching, 30x32 ...
- Mon Oct 26, 2020 12:24 pm
- Forum: SNESdev
- Topic: Retro Game Builder (make your own snes games)
- Replies: 84
- Views: 42328
Re: Retro Game Builder (make your own snes games)
When I gave this sort of thing a try I was able to have something mostly functional in a few months (alongside a full-time job), though that was with a simpler scope and with off-the-shelf tools. I'd probably expect something at least as far along as I had for an actual Kickstarter.
- Sun Oct 25, 2020 1:03 am
- Forum: General Stuff
- Topic: Starting a YouTube channel: where should I start?
- Replies: 12
- Views: 9263
Re: Starting a YouTube channel: where should I start?
When I'm just looking for gameplay footage to see what a game is like (or to show someone else a particular level or mechanic or something), anything added past just being plain gameplay footage usually makes a video less preferable for that purpose.
- Sun Oct 18, 2020 7:01 pm
- Forum: SNESdev
- Topic: Mesen-S - SNES Emulator
- Replies: 385
- Views: 242246
Re: Mesen-S - SNES Emulator
It's a real shame that the quitting happened so suddenly and we didn't get a final 0.5.0 release. There were a lot of fixes since 0.4.0, and the latest dev build has a rather nasty regression that affects a lot of titles including SMW, Super Metroid, and Chrono Trigger. Sour mentioned on Reddit tha...
- Sat Oct 17, 2020 1:09 pm
- Forum: SNESdev
- Topic: Could the Super FX 1 Chip Scale sprites?
- Replies: 3
- Views: 3782
Re: Could the Super FX 1 Chip Scale sprites?
When a SuperFX game scales/rotates sprites, it just creates a scaled/rotated version of the sprite's graphic, then copies that newly rendered graphic into the SNES's video RAM where it's just displayed the same as any other sprite. Both GSU1 and GSU2 have a mode for rendering graphics intended to be...
- Sat Oct 10, 2020 1:47 pm
- Forum: SNESdev
- Topic: PEA/PER/PEI instruction and stack relative addressing modes
- Replies: 16
- Views: 7737
Re: PEA/PER/PEI instruction and stack relative addressing modes
So, these things are used mostly for relocatable code then? I guess they mostly won't be necessary on SNES since the code is at fixed location. By the way, this is a bit off topic, but what do the "Main Screen" and "Sub-Screen" on the SNES actually mean? There seem to be some registers that point t...
- Fri Oct 09, 2020 11:58 pm
- Forum: SNESdev
- Topic: Mesen-S with history viewer
- Replies: 3
- Views: 3306
Re: Mesen-S with history viewer
https://i.imgur.com/29ZuXNU.png I ported the Watch Window over from Mesen, and added some aliases so you can use pscarry , pszero , psinterrupt , psdecimal , psoverflow , psnegative , ps8bit , ps8bitindex , ps16bit , and ps16bitindex in conditions and asserts. Maybe I should set up something like S...
- Thu Oct 08, 2020 11:06 am
- Forum: SNESdev
- Topic: Mesen-S with history viewer
- Replies: 3
- Views: 3306
- Thu Oct 08, 2020 9:58 am
- Forum: SNESdev
- Topic: CA65 Memory Map Config and Header for 32Mb ROM
- Replies: 12
- Views: 4225
Re: CA65 Memory Map Config and Header for 32Mb ROM
I'm pretty sure LoROM can go up to four megabytes, but the second half would be in the HiROM space, so you wouldn't have a copy of the RAM and registers in those banks. Here's a map which demonstrates this.