Search found 311 matches

by Khaz
Wed Jan 31, 2018 3:19 pm
Forum: SNESdev
Topic: Limit in total code size? [SOLVED]
Replies: 15
Views: 6327

Re: Limit in total code size?

Actually! I think I understand the last error. I think it's saying "out of 16 bit range" because it's trying to subtract a value stored in an address that is too far away to read with that sbc instruction. I believe if it's "out of 16 bit range" that means that it's trying to read from another bank....
by Khaz
Wed Jan 31, 2018 3:15 pm
Forum: SNESdev
Topic: Limit in total code size? [SOLVED]
Replies: 15
Views: 6327

Re: Limit in total code size?

Could you maybe find that line 20 in the Game.asm file that's throwing the error and copy it? "Out of 16 bit range" iirc is an error when the operand is not a valid number to subtract, eg/ larger than a 16 bit number... I'm pretty fluent in the ASM but not the tools you're using. I know WLA has some...
by Khaz
Sun Sep 17, 2017 5:32 pm
Forum: SNESdev
Topic: SNES sprites hardware issue
Replies: 13
Views: 4452

Re: SNES sprites hardware issue

If it's a difference between higan and real hardware, then it's beyond me... Hope byuu sees this, something this simple really shouldn't be misbehaving on emulator. Sorry I can't help. :/
by Khaz
Sun Sep 17, 2017 5:26 pm
Forum: SNESdev
Topic: [SNES developer noob] Help me understand how sprites work
Replies: 20
Views: 6962

Re: [SNES developer noob] Help me understand how sprites wor

If it's displaying a copy of the first sprite there's only two ways that should happen - either your data in VRAM has another copy of the first sprite, or else your OAM data is pointing to the wrong sprite. In the main OAM table where each sprite has 4 bytes, the third byte should be set to select w...
by Khaz
Mon Apr 17, 2017 4:44 pm
Forum: SNESdev
Topic: We've been called out
Replies: 212
Views: 38747

Re: We've been called out

I would love to make a demo showing off what the SNES could do, but I'm more than busy enough already making my own game for it.

If someone else wants to spearhead one though I'll make time to contribute in some way.
by Khaz
Sun Apr 16, 2017 4:35 pm
Forum: SNESdev
Topic: We've been called out
Replies: 212
Views: 38747

We've been called out

https://www.youtube.com/watch?v=OeGdJk5zb6c

7:41 - "This concludes our Mega Drive journey. We hope it has been enjoyable. Looking forward to some proper "Super Nintendo" competition :^)"

Are we just gonna take this lying down? :P
by Khaz
Sun Feb 19, 2017 2:49 pm
Forum: SNESdev
Topic: The SNES preservation project is undead
Replies: 72
Views: 16128

Re: The SNES preservation project is now truly dead

nazi At the moment you're just posting about personal disputes that happened elsewhere. Your misrepresentation of the situation and aggressive judgement on this matter have not been constructive so far. If you have meaningful input on the future direction of this project I'd suggest you share that ...
by Khaz
Mon Feb 06, 2017 4:43 pm
Forum: SNESdev
Topic: My advice about drawing background layers.
Replies: 14
Views: 3793

Re: My advice about drawing background layers.

I use Excel a lot simply due to the simplicity of VBA code, and the fact that any problem you have with it will have an easily found google solution. It's not the fastest or the most powerful language by far but if all you need to do is crunch big piles of numbers around it's convenient. I have to u...
by Khaz
Sat Feb 04, 2017 12:02 pm
Forum: SNESdev
Topic: My advice about drawing background layers.
Replies: 14
Views: 3793

Re: My advice about drawing background layers.

It is much easier to whip up a small pick and place program you run on whatever OS you normally use, or use a ready made program such as Tiled and write a data converter. Much more convenient and flexible ~ I did exactly that with Tiled not long ago. I have a theoretical idea on how to do tile maps...
by Khaz
Sat Dec 24, 2016 11:03 am
Forum: SNESdev
Topic: Some questions about SNES collision
Replies: 9
Views: 2803

Re: Some questions about SNES collision

Have to agree with koitsu... If you want to understand the program, you're going to have to read it at some point. I know 65816 and SNES have a pretty steep learning curve off the start, largely because good resources on it are hard to find. This might help , it's a full blown official manual on the...
by Khaz
Wed Dec 21, 2016 3:43 pm
Forum: SNESdev
Topic: Question about object states in mega man x
Replies: 2
Views: 1278

Re: Question about object states in mega man x

Sounds to me like they have a table of addresses that lead to code for each given "state". If each entry in the table is two bytes long, then having the states increment by two each time eliminates an instruction to multiply by two when using said table. And using an odd number would cause the progr...
by Khaz
Sun Dec 18, 2016 5:59 pm
Forum: SNESdev
Topic: I want to disassemble an SNES game and view what's going on?
Replies: 14
Views: 9453

Re: I want to disassemble an SNES game and view what's going

Dragon View for SNES, when I was working on TASing it. Taking that game apart taught me a lot. Sorry I haven't been active, just got stalled on my game for the last year or so. Trying to get back into it.
by Khaz
Sun Dec 18, 2016 5:04 pm
Forum: SNESdev
Topic: I want to disassemble an SNES game and view what's going on?
Replies: 14
Views: 9453

Re: I want to disassemble an SNES game and view what's going

So you're saying Bizhawk disassembles the entire game while it's emulating or what? Since I want to see the actual disassembled asm not just what values are changing. SNES disassembly can be difficult... I tried running a rom through a disassembler but unlike NES a disassembler doesn't necessarily ...
by Khaz
Sun Dec 18, 2016 2:05 pm
Forum: SNESdev
Topic: I want to disassemble an SNES game and view what's going on?
Replies: 14
Views: 9453

Re: I want to disassemble an SNES game and view what's going

There's lots of ways to go about it. What worked for me was using Bizhawk , a bsnes-based emulator used mostly by people in the TAS community. It allows you to view and search RAM as well as trace logs. When I was trying to find particular bits of code myself that way, I'd usually start with a RAM s...
by Khaz
Sat Dec 17, 2016 10:47 am
Forum: SNESdev
Topic: Graphics in Excel (New: 'Tiled' Map Translation Tools!)
Replies: 94
Views: 22016

Re: Graphics in Excel (NEW: Map Tools with Tiled Support)

Hi guys, been a while. I decided my last approach at map editing was impractical, so I tried using Tiled ( http://www.mapeditor.org/ ) and translating its output into something I can use instead. Thought I'd share what I came up with, sorry that it's more VBA macros. Brief description of what they a...