Search found 314 matches

by Khaz
Sun Jun 27, 2021 10:57 pm
Forum: General Stuff
Topic: Stop byuu/near
Replies: 36
Views: 8379

Re: Stop byuu/near

Yeah I'm on team make them pay. I don't care if they feel guilt for what they did eventually guilt doesn't replace lives. I don't wanna lose anyone else this way.
by Khaz
Thu Jun 24, 2021 4:38 pm
Forum: SNESdev
Topic: Tiled Export Plugin
Replies: 3
Views: 2118

Re: Tiled Export Plugin

It's done and pushed to github! Let me know if there are any issues with it but it should work!
by Khaz
Tue Jun 22, 2021 4:28 pm
Forum: SNESdev
Topic: Tiled Export Plugin
Replies: 3
Views: 2118

Tiled Export Plugin

Hi forum, it's been a while. I found somebody made a script that lets Tiled output maps in GBA format: https://github.com/djedditt/tiled-to-gba-export and I was able to mangle it into outputting SNES format instead. Seems like it could be useful to others here possibly: https://github.com/KhazWolf/t...
by Khaz
Wed Jan 31, 2018 3:19 pm
Forum: SNESdev
Topic: Limit in total code size? [SOLVED]
Replies: 15
Views: 10287

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 rea...
by Khaz
Wed Jan 31, 2018 3:15 pm
Forum: SNESdev
Topic: Limit in total code size? [SOLVED]
Replies: 15
Views: 10287

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 WL...
by Khaz
Sun Sep 17, 2017 5:32 pm
Forum: SNESdev
Topic: SNES sprites hardware issue
Replies: 13
Views: 7355

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: 9731

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: 229
Views: 63576

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: 229
Views: 63576

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: 25860

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: 5806

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: 5806

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: 4590

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: 2025

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...
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: 13745

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.