Search found 3485 matches

by Drew Sebastino
Sat Sep 14, 2019 5:57 am
Forum: General Stuff
Topic: Laptop Buying
Replies: 23
Views: 22414

Re: Laptop Buying

(It would be nice if more people wrote GPU accelerated programs in OpenCL as to not support Nvidia's near monopoly on graphics hardware, even if CUDA is honestly better...)
by Drew Sebastino
Mon Sep 02, 2019 10:33 pm
Forum: General Stuff
Topic: Tiger Handheld Game Hardware?
Replies: 1
Views: 5792

Tiger Handheld Game Hardware?

Here's something really stupid that dawned on me to ask; is anyone familiar with what sort of hardware was used to run the game logic for the Tiger handheld games of the late 80's and 90s? Even after a fair bit of Googling, I haven't found any details about the hardware. Now a days, it's all so inex...
by Drew Sebastino
Mon Jul 15, 2019 1:41 pm
Forum: Newbie Help Center
Topic: Oldschool noob with questions
Replies: 13
Views: 8907

Re: Oldschool noob with questions

Any sort of difference like that could break compatibility in some way if even possible to implement, and if you're trying to emulate these old games, just unnecessary. However, as said, there exist mappers can expand memory, and while I don't know a lot about the NES, probably to any size you could...
by Drew Sebastino
Mon Jul 15, 2019 1:35 pm
Forum: SNESdev Homebrew Projects
Topic: Nova the Squirrel 2 (WIP)
Replies: 132
Views: 105653

Re: Nova the Squirrel 2 (WIP)

I was going to do the whole thing, but I forgot how much I loathe drawing. As you can see, I didn't get very far, lol. squirel.gif I was experimenting if that animation could be transformed to look more like something you'd find on the SNES. It's just too adorable, and that's not a word I use lightl...
by Drew Sebastino
Mon Jul 15, 2019 1:00 pm
Forum: Newbie Help Center
Topic: Oldschool noob with questions
Replies: 13
Views: 8907

Re: Oldschool noob with questions

The mini is most certainly running an emulator; I'm pretty sure it just uses some generic ARM SoC. However, it seems reasonably accurate, so it will probably run most homebrew games. I'll start by saying that if you can memorize all the mess in C++, you should have no problem with the 6502's instruc...
by Drew Sebastino
Sun Jul 14, 2019 6:04 pm
Forum: SNESdev
Topic: thought of a new way of converting packed to planar graphics
Replies: 5
Views: 7998

Re: thought of a new way of converting packed to planar grap

I have no idea how long other methods take, but that's really pretty fast if it's only just over 8 cycles per pixel. Using some really loose math (to get an exact measurement, you would need to know how many cycles are toward (fast)rom vs ram, how you got the bytes in the first place, etc) I got tha...
by Drew Sebastino
Sun Jul 14, 2019 5:49 pm
Forum: SNESdev Homebrew Projects
Topic: Nova the Squirrel 2 (WIP)
Replies: 132
Views: 105653

Re: Nova the Squirrel 2 (WIP)

Did you make your profile picture, because it's really good. I prefer it to the character seen in the screenshot, even if the icon looks like it's meant for the NES or GBC. And I really like the concept of the Mode 7 minigame. About puzzles, probably the most obvious thing you could do is implement ...
by Drew Sebastino
Sun Jul 14, 2019 5:38 pm
Forum: General Stuff
Topic: sprintf (mostly) recreated in nasm
Replies: 1
Views: 5670

sprintf (mostly) recreated in nasm

I got around to re-implementing sprintf in x86-64 assembly using NASM's macro features: https://github.com/DrewSebastino/x86-64_sprintf/blob/master/sprintf.asm Example usage: mov r15, 1000 sprintf outBuffer, `Value of r15: %#010lX\n%ln`, r15, r10, write STDOUT_FILENO, outBuffer, r10 stdout: Value of...
by Drew Sebastino
Mon Jul 08, 2019 11:06 pm
Forum: General Stuff
Topic: Connecting to X Server... In assembly.
Replies: 14
Views: 10976

Connecting to X Server... In assembly.

I had been explicitly warned against making a GUI program in assembly, but (as I'm sure all of you already know,) I'm stubborn and thought it would make a fun exercise to make a simple window. I looked into how an X server works and read that you're supposed to establish a socket connection, so I lo...
by Drew Sebastino
Mon Jul 08, 2019 6:29 pm
Forum: SNESdev
Topic: Collision Detection between 128 Objects?
Replies: 30
Views: 27051

Re: Collision Detection between 128 Objects?

Wow... What framerate is the collision detection happening at? Even after slowing down BSNES, I never saw any instances where the boxes where in the wrong state.
by Drew Sebastino
Sat Jul 06, 2019 12:40 am
Forum: General Stuff
Topic: Comix Zone: most technically impressive "16 bit" game?
Replies: 50
Views: 47815

Re: Comix Zone: most technically impressive "16 bit" game?

Strider impressed me too, It looked awesome. Easily one of the best looking home ports of the time, imo. You can really tell it was made by Sega and not Capcom, because there's no way they would have done close to as good of a job... I actually prefer the music in this version of the game; it sound...
by Drew Sebastino
Wed Jul 03, 2019 4:40 pm
Forum: General Stuff
Topic: Optimizing multiple conditionals? (specifically modern CPUs)
Replies: 19
Views: 20824

Re: Optimizing multiple conditionals? (specifically modern C

I finally found (or made, rather) a way to find the size of an argument in NASM: %macro find_argument_size 1 %defstr argument %1 %substr test argument 1,4 %if test == 'byte' %define size 'byte' %elif test == 'word' %define size 'word' %else %substr test argument 1,5 %if test == 'dword' %define size ...
by Drew Sebastino
Tue Jul 02, 2019 11:36 pm
Forum: General Stuff
Topic: Comix Zone: most technically impressive "16 bit" game?
Replies: 50
Views: 47815

Re: Comix Zone: most technically impressive "16 bit" game?

When I said "outsold the Genesis in 1994", I meant in North America only; I doubt the SNES ever outsold the MD in Europe. Snes 128 sprites, 32 per line MD 80 sprites, 20 per line X68000 128 sprites, 32 per line CPS1 256 sprites, 256 per line This isn't the full picture though; you're forge...
by Drew Sebastino
Tue Jul 02, 2019 10:37 am
Forum: General Stuff
Topic: Comix Zone: most technically impressive "16 bit" game?
Replies: 50
Views: 47815

Re: Comix Zone: most technically impressive "16 bit" game?

so while it might have take the SNES 2 years to get ahead in terms of total sales Wait, what? It was not only 2 years by any means, and I thought it was debatable the SNES outsold the Genesis/MD in total sales when you take into account the rest of the world. The Capcom CPS system was a X68K with 2...
by Drew Sebastino
Tue Jul 02, 2019 5:02 am
Forum: General Stuff
Topic: Comix Zone: most technically impressive "16 bit" game?
Replies: 50
Views: 47815

Re: Comix Zone: most technically impressive "16 bit" game?

Edit: Oops, I completely missed the above comment, as it was posted while I was writing this... I speak of the Mega Drive, which got pummeled by Nintendo. What region? It's well known that the "Mega Drive" (not "Genesis") handily outsold the SNES in Europe and probably just anywh...