Search found 271 matches
- Mon Feb 08, 2021 10:57 pm
- Forum: GBDev
- Topic: BustFree! - Live-developing a Game Boy brick-buster
- Replies: 0
- Views: 10226
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...
- Tue Jun 11, 2019 12:36 pm
- Forum: SNESdev
- Topic: Fastrom patches?
- Replies: 77
- Views: 78883
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...
- Wed Mar 06, 2019 1:08 pm
- Forum: NESdev
- Topic: have you ever used recursion on the NES?
- Replies: 23
- Views: 14989
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...
- Thu Feb 21, 2019 3:51 pm
- Forum: NESdev
- Topic: Best data structure for LTTP-style maps
- Replies: 9
- Views: 10952
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'...
- Thu Jan 17, 2019 2:55 pm
- Forum: GBDev
- Topic: How do GPU/PPU timings work on the Gameboy?
- Replies: 17
- Views: 26894
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...
- Fri Jan 11, 2019 2:34 pm
- Forum: General Stuff
- Topic: How did Konami do this?
- Replies: 24
- Views: 15148
Re: How did Konami do this?
...or more. And many of those games may have been contracted out too.
- Thu Oct 18, 2018 2:25 pm
- Forum: GBDev
- Topic: General Qs...
- Replies: 4
- Views: 8342
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...
- Wed Sep 19, 2018 5:43 pm
- Forum: NESemdev
- Topic: Any clue on PPU emulation?
- Replies: 36
- Views: 39541
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...
- Thu Sep 06, 2018 12:26 pm
- Forum: General Stuff
- Topic: Members in Hokaido are ok?
- Replies: 16
- Views: 15443
Re: Members in Hokaido are ok?
tokumaru wrote:So... everyone else can die? Sorry, just found that sentence strange. Hope everyone is fine.Nioreh wrote:I hope all nesdevers are ok.
Code: Select all
∀x. P(x) → Q(x) ⇏ ∀x. ¬P(x) → ¬Q(x)
- Fri Aug 31, 2018 6:51 pm
- Forum: General Stuff
- Topic: AI thing writes tepples posts
- Replies: 47
- Views: 28747
Re: AI thing writes tepples posts
I love this. Someone oughta do a game jam based around random manuals.
- Mon Aug 27, 2018 5:55 pm
- Forum: General Stuff
- Topic: Memory management in PC programming languages
- Replies: 14
- Views: 8653
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...
- Mon Aug 27, 2018 12:11 pm
- Forum: General Stuff
- Topic: Best Version of Windows?
- Replies: 107
- Views: 36096
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...
- 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: 82687
Re: Aren't you afraid that NES Maker would just bring lazy n
Games are political! It's too late! We're already here!
- Mon Aug 13, 2018 2:04 pm
- Forum: Newbie Help Center
- Topic: Moving objects in and out of memory?
- Replies: 11
- Views: 5209
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...
- Tue Aug 07, 2018 1:52 pm
- Forum: Other Retro Dev
- Topic: Sprites: SNES vs Genesis
- Replies: 35
- Views: 44792
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...