Search found 271 matches

by adam_smasher
Mon Feb 08, 2021 10:57 pm
Forum: GBDev
Topic: BustFree! - Live-developing a Game Boy brick-buster
Replies: 0
Views: 10135

BustFree! - Live-developing a Game Boy brick-buster

https://user-images.githubusercontent.com/246294/107318374-7bfcea80-6a51-11eb-8b60-386143707b49.png Hi all, long time no post :) :beer: A brief sabbatical from working has afforded me the extra time to work on some hobby projects, and one that I thought would be neat would be live-developing a Game...
by adam_smasher
Tue Jun 11, 2019 12:36 pm
Forum: SNESdev
Topic: Fastrom patches?
Replies: 77
Views: 78870

Re: Fastrom patches?

A grid lookup is pretty fast, but it looks like they're doing it ~50 times per bubble. That's probably slower than doing one circle test, to say nothing of the grid update as they move on top of that. All we can do is speculate, but I suspect the reason why Gradius uses the scheme it does is because...
by adam_smasher
Wed Mar 06, 2019 1:08 pm
Forum: NESdev
Topic: have you ever used recursion on the NES?
Replies: 23
Views: 14987

Re: have you ever used recursion on the NES?

In higher-level languages, heavily recursive code can often look very declarative - a specification of what the output should be, seemingly without explicitly specifying how to compute it. An example might be this sorting algorithm in Haskell: qsort [] = [] qsort (x:xs) = qsort small ++ [x] ++ qsort...
by adam_smasher
Thu Feb 21, 2019 3:51 pm
Forum: NESdev
Topic: Best data structure for LTTP-style maps
Replies: 9
Views: 10950

Re: Best data structure for LTTP-style maps

I've never regretted a simple array of 16x16 metatiles and you shouldn't either. Other formats sacrifice quality, developer time, and performance. To me, these are 1000x more important cartridge size. +1 to this. Stack a simple compression algorithm (RLE or LZ) on top if you really want to and you'...
by adam_smasher
Thu Jan 17, 2019 2:55 pm
Forum: GBDev
Topic: How do GPU/PPU timings work on the Gameboy?
Replies: 17
Views: 26838

Re: How do GPU/PPU timings work on the Gameboy?

The way an emulator implements its disassembler probably has nothing to do with how it executes code. Both no$gmb and bgb (the two most common debugging emulators) are closed-source so I can't speak with any certainty, but I would imagine both of them handle their disassembly displays entirely outsi...
by adam_smasher
Fri Jan 11, 2019 2:34 pm
Forum: General Stuff
Topic: How did Konami do this?
Replies: 24
Views: 15134

Re: How did Konami do this?

...or more. And many of those games may have been contracted out too.
by adam_smasher
Thu Oct 18, 2018 2:25 pm
Forum: GBDev
Topic: General Qs...
Replies: 4
Views: 8341

Re: General Qs...

As long as they're not bigger than 256 bytes, you can also ensure that your structures never overlap page boundaries, which means that even if HL is a pointer to an arbitrary location, you only need 8-bit math: LD HL, StructureBase LD A, ValueOffset ADD L LD L, A Using RGBDS, I put sentinel values a...
by adam_smasher
Wed Sep 19, 2018 5:43 pm
Forum: NESemdev
Topic: Any clue on PPU emulation?
Replies: 36
Views: 39537

Re: Any on clue on PPU emulation?

That's only a wrinkle if you choose to make it one and happen to insist on using that particular code hosting service and don't want to or can't pay for a private repo. And FWIW I don't see anything wrong with "making available publicly because I don't want to or can't pay for a private repo&qu...
by adam_smasher
Thu Sep 06, 2018 12:26 pm
Forum: General Stuff
Topic: Members in Hokaido are ok?
Replies: 16
Views: 15442

Re: Members in Hokaido are ok?

tokumaru wrote:
Nioreh wrote:I hope all nesdevers are ok.
So... everyone else can die? Sorry, just found that sentence strange. Hope everyone is fine.

Code: Select all

∀x. P(x) → Q(x) ⇏ ∀x. ¬P(x) → ¬Q(x)
by adam_smasher
Fri Aug 31, 2018 6:51 pm
Forum: General Stuff
Topic: AI thing writes tepples posts
Replies: 47
Views: 28738

Re: AI thing writes tepples posts

I love this. Someone oughta do a game jam based around random manuals.
by adam_smasher
Mon Aug 27, 2018 5:55 pm
Forum: General Stuff
Topic: Memory management in PC programming languages
Replies: 14
Views: 8650

Re: Memory management in PC programming languages

Thanks for the split, tepples. Rust does have RAII, but its ownership system is something quite different. The rough idea is that the current owner and lifetime of an object is tracked in the type system, and violations of memory safety are flagged as compile time errors. So like it RAII makes it im...
by adam_smasher
Mon Aug 27, 2018 12:11 pm
Forum: General Stuff
Topic: Best Version of Windows?
Replies: 107
Views: 36087

Re: Best Version of Windows?

But then there's this C# and Java and other crap with this stupidest invention in programming ever: garbage collection. Garbage collection was a phenomenal idea and I feel almost a little personally offended by how you're trashing the work of the hoards of very, very smart people who invented and h...
by adam_smasher
Wed Aug 22, 2018 8:38 pm
Forum: NESdev
Topic: Aren't you afraid that NES Maker would just bring lazy noobs
Replies: 138
Views: 82660

Re: Aren't you afraid that NES Maker would just bring lazy n

Games are political! It's too late! We're already here! :twisted:
by adam_smasher
Mon Aug 13, 2018 2:04 pm
Forum: Newbie Help Center
Topic: Moving objects in and out of memory?
Replies: 11
Views: 5206

Re: Moving objects in and out of memory?

thefox's post is very good, listen to it. if you'd like to deepen your understanding a little bit, one thing that might be worth thinking about is that there's nothing especially "magical" about new and delete in C++; they aren't that different from malloc() and free() in C, which are just...
by adam_smasher
Tue Aug 07, 2018 1:52 pm
Forum: Other Retro Dev
Topic: Sprites: SNES vs Genesis
Replies: 35
Views: 44503

Re: Sprites: SNES vs Genesis

Conjecture 1: The MD CPU tends to be faster and better for mathy things that allow for smooth and flexible multijointed sprites. Conjecture 2: The SNES' additional background layers and Mode 7 were often used for large bosses and the like; developers thought this approach looked better than multijoi...