After seeing many cheap Playstation-shaped PC controllers that only change the brand and use numbers instead of symbols (but practically identical-looking otherwise), I can safely tell you this is not true.koitsu wrote:Even cheap Asian clone products (ex. joypads) do this for the exact same reason.
Search found 1589 matches
- Fri Aug 05, 2016 7:24 pm
- Forum: General Stuff
- Topic: Shop with good blank NES cartridge shells
- Replies: 40
- Views: 13053
Re: Shop with good blank NES cartridge shells
- Thu Aug 04, 2016 10:27 pm
- Forum: General Stuff
- Topic: Should web apps have existed in the first place?
- Replies: 26
- Views: 11741
Re: Should web apps have existed in the first place?
Firefox is also going to block some fingerprinting stuff now, although doesn't seem to be the same thing http://www.ghacks.net/2016/07/18/firefox-48-blocklist-against-plugin-fingerprinting/ So I guess "run our JavaScript web app or help cover the cost of producing native apps for six platforms&...
- Thu Aug 04, 2016 10:04 am
- Forum: General Stuff
- Topic: Should web apps have existed in the first place?
- Replies: 26
- Views: 11741
Re: Should web apps have existed in the first place?
Without ads, sites would probably put up more paywalls. Or sponsored stuff (i.e. paid ads passing off for articles), though some sites try to find a middle point by having part of their stuff free and part paid-only (instead of an all-or-nothing paywall). This may eventually have to happen anyway a...
- Tue Aug 02, 2016 7:54 am
- Forum: SNESdev
- Topic: 65816 really 16 bit or just a 6502 with 16 bit registers
- Replies: 126
- Views: 50495
Re: 65816 really 16 bit or just a 6502 with 16 bit registers
(Agruably, any multiple of 300 Hz fits that criteria so I don't know why they picked this instead of any other multiple of 300 above 40000 Hz). Apparently to give some headroom for the cut-off point in the analog side of the circuit: In addition, signals must be low-pass filtered before sampling to...
- Mon Aug 01, 2016 7:44 pm
- Forum: SNESdev
- Topic: 65816 really 16 bit or just a 6502 with 16 bit registers
- Replies: 126
- Views: 50495
Re: 65816 really 16 bit or just a 6502 with 16 bit registers
It couldn't do translucent polygons. Huh, it could... just wasn't very useful. Only 50%, and only within the framebuffer which was a problem because Saturn games often used the tilemaps for the backgrounds and floors. Also it was glitchy because the way it rendered quads meant it would render some ...
- Mon Aug 01, 2016 11:04 am
- Forum: SNESdev
- Topic: 65816 really 16 bit or just a 6502 with 16 bit registers
- Replies: 126
- Views: 50495
Re: 65816 really 16 bit or just a 6502 with 16 bit registers
GBA ROM is limited to 32 MiB for the first player and 256 KiB for players 2-4. There's only one cart I know of that uses a mapper to address more: Shrek and Shark Tale . That's not how it works, at all. There are two different methods to implement multiplayer. One involves requiring each player hav...
- Sun Jul 31, 2016 10:41 am
- Forum: SNESdev
- Topic: 65816 really 16 bit or just a 6502 with 16 bit registers
- Replies: 126
- Views: 50495
Re: 65816 really 16 bit or just a 6502 with 16 bit registers
I thought you couldn't "just make both operands positive" if trying to use the mode 7 multiplier to multiply signed by signed. No, it's more like a wrapper on the multiplication algorithm: Keep track of sign Make both operands positive Do multiplication as if it was unsigned Apply intende...
- Sun Jul 31, 2016 10:29 am
- Forum: SNESdev
- Topic: How are you guys handling updating the tilemap? (scrolling)
- Replies: 10
- Views: 6478
Re: How are you guys handling updating the tilemap? (scrolli
I remember measuring one of the jumps you can make in Dragon's Castle as going as fast as 13px per frame downwards if you miss and fall. Not as bad there (it breaks at 32px per frame instead), but it does certainly make me wonder and the fall isn't that particularly long either (344.5 pixels or bare...
- Sun Jul 31, 2016 8:52 am
- Forum: SNESdev
- Topic: 65816 really 16 bit or just a 6502 with 16 bit registers
- Replies: 126
- Views: 50495
Re: 65816 really 16 bit or just a 6502 with 16 bit registers
I just realized I typo'd "say" as "stay". Whoops ^_^; May be, that's why he's not very fast even with operations between registers ?? I think it has ugly stuff going on regarding memory accesses too, every extra byte access in the instruction results in 3 extra cycles (even if it...
- Sun Jul 31, 2016 7:53 am
- Forum: SNESdev
- Topic: 65816 really 16 bit or just a 6502 with 16 bit registers
- Replies: 126
- Views: 50495
Re: 65816 really 16 bit or just a 6502 with 16 bit registers
Is there an equivalent decomposition for signed multiplication? Just apply signs rule (result is positive if both are same sign, negative if both are different sign, then you can just make both operands positive for the calculation and apply the sign after the fact). So yes the 65816 is definitely ...
- Sun Jul 31, 2016 7:42 am
- Forum: SNESdev
- Topic: How are you guys handling updating the tilemap? (scrolling)
- Replies: 10
- Views: 6478
Re: How are you guys handling updating the tilemap? (scrolli
Yeah, I'm just going to implement 16 pixel wide scrolling That's almost 4 screens per second (in NES/SNES resolution), so I doubt anyone would ever need anything faster. Players couldn't possibly keep up with the action at those speeds. Dunno, depending on the game, falling from a high location dow...
- Sat Jul 30, 2016 4:32 pm
- Forum: SNESdev
- Topic: 65816 really 16 bit or just a 6502 with 16 bit registers
- Replies: 126
- Views: 50495
Re: 65816 really 16 bit or just a 6502 with 16 bit registers
(EDIT: to make it clear, 256×256 possible values would require 64K entries... if one of those values has a larger range, the table starts becoming really big) Wouldn't that be 128kbyte (because the element size would be WORD?). 64K entries, not bytes. Actual size depends on what you're trying to do...
- Sat Jul 30, 2016 12:27 pm
- Forum: SNESdev
- Topic: 65816 really 16 bit or just a 6502 with 16 bit registers
- Replies: 126
- Views: 50495
Re: 65816 really 16 bit or just a 6502 with 16 bit registers
... so I take it I'm going to have to implement the VDP as a dot-based pixel renderer, instead of a scanline-based renderer, eh? :P You were going to need that if you didn't want Overdrive to yell "YOUR EMULATOR SUXX" at you anyway (that particular scene needs practically perfect emulatio...
- Fri Jul 29, 2016 9:02 pm
- Forum: SNESdev
- Topic: 65816 really 16 bit or just a 6502 with 16 bit registers
- Replies: 126
- Views: 50495
Re: 65816 really 16 bit or just a 6502 with 16 bit registers
Excellent! You're one of the few people who care about portability, as it is, there are practically no good Gen emulators for Linux, especially non-32-bit x86. Eh, BlastEm is getting there (some games still broken due to random bugs, but most should work) (・・ ) (though requires 64-bit x86) I'm surp...
- Thu Jul 28, 2016 3:23 pm
- Forum: SNESdev
- Topic: 65816 really 16 bit or just a 6502 with 16 bit registers
- Replies: 126
- Views: 50495
Re: 65816 really 16 bit or just a 6502 with 16 bit registers
When I was working on PS3, devs constantly complained about "only" having 256 MB of system memory, even though this is 8 times as much as the previous generation had. To be fair, that has a lot to do with comparing it to the 360. More specifically: the 360 has 512MB of unified RAM (i.e. f...