Search found 76 matches

by UnDisbeliever
Tue Nov 14, 2017 5:47 pm
Forum: SNESdev
Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
Replies: 58
Views: 15758

Re: Superfeather Game Engine v0.5 "Flying Kobold"

This is awesome, we need more SNES homebrew code in the wild. I've read through the code and understand how the engine works. I love the simplicity of this engine (unlike mine which is a little all over the place). I hope you keep it up as the engine expands. I did have a bit of trouble recognising ...
by UnDisbeliever
Sat Apr 29, 2017 11:08 pm
Forum: SNESdev
Topic: Super NES EMULATOR SE dev question
Replies: 32
Views: 8126

Re: Super NES EMULATOR SE dev question

I attached the updated code and ISX/ROM files. Could you confirm it works on your QUICKDEV? The updated PROG.ROM works perfectly on my Quickdev16. HEAD.S specifies Mode 21 (HiROM) but the ROM is only half a bank in size and expects to be loaded from $8000.... I looked at the SD2SNES source code and...
by UnDisbeliever
Sat Apr 29, 2017 10:45 am
Forum: SNESdev
Topic: Super NES EMULATOR SE dev question
Replies: 32
Views: 8126

Re: Super NES EMULATOR SE dev question

I don't understand the second point however. Could you explain? When down is pressed it loads green into CGDATA (at color 0) and the Accumulator is set to 3. The Accumulator (3) is then bit tested with JOYH_LEFT (2), which always passes, so blue is also loaded into CGDATA (at colour 1). To fix this...
by UnDisbeliever
Sat Apr 29, 2017 1:03 am
Forum: SNESdev
Topic: Rotating BIG sprites
Replies: 24
Views: 7299

Re: Rotating BIG sprites

Looking good.

EDIT: The rotations look a lot nicer on my CRT TV then on a SNES emulator. I can barely see the tearing on my PAL SNES+CRT TV.
by UnDisbeliever
Sat Apr 29, 2017 12:54 am
Forum: SNESdev
Topic: Super NES EMULATOR SE dev question
Replies: 32
Views: 8126

Re: Super NES EMULATOR SE dev question

I attached the source and the binary files for those interested by. Nice, It's great to see another person try their hand at programming a Super Nintendo. I've tried running your ROM on my PAL SNES and it only showed a white screen. Tracing the code through bsnes-plus I discovered your NMI routine ...
by UnDisbeliever
Wed Feb 17, 2016 2:07 am
Forum: SNESdev
Topic: How Do You Code BG Collision?
Replies: 17
Views: 3732

Re: How Do You Code BG Collision?

I found this document helpful in describing the various sections of a map: http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/ Isn't it like you load the object's x position, divide it by the width of each block to find the starting block, and also divide the hitbox w...
by UnDisbeliever
Wed Feb 17, 2016 1:26 am
Forum: SNESdev
Topic: Dealing with Variables in Ram That Are Only Used in One Area
Replies: 13
Views: 3288

Re: Dealing with Variables in Ram That Are Only Used in One

Yeah, I think I'm just going to name it something that tells me it's not specific to anything, like the name I said earlier. I'll probably just put a comment at the beginning of the code that says what the different variables are being used for. The reason I don't want to name them is because I'll ...
by UnDisbeliever
Tue Feb 16, 2016 9:24 pm
Forum: SNESdev
Topic: Dealing with Variables in Ram That Are Only Used in One Area
Replies: 13
Views: 3288

Re: Dealing with Variables in Ram That Are Only Used in One

Currently I am reusing temporary variables with a module's routines but not globally like tokumaru. The variables are word sized, named tmp1 to tmp N , and are declared at the start of a module. Inside the routine (which is encased in a proc) I rename them to tmp_<name>, so I can easily scan to see ...
by UnDisbeliever
Fri Feb 12, 2016 9:40 pm
Forum: SNESdev
Topic: 2bpp bullet rendering
Replies: 58
Views: 9513

Re: 2bpp bullet rendering

Add 1 cycle for indexing across page boundaries, or write, or X=0 Do they mean X=0 as in the status register bit that controls the size of the index registers? So does that mean that it always take an extra cycle when the index registers are 16-bit? Yes, that extra cycle always occurs when the Inde...
by UnDisbeliever
Thu Feb 11, 2016 9:56 pm
Forum: SNESdev
Topic: 2bpp bullet rendering
Replies: 58
Views: 9513

Re: 2bpp bullet rendering

I seriously never knew that. Surprisingly the long index addressing doesn't have a similar limitation. I wonder if that was just something left over from the 6502, because I don't see why a CPU with a 16-bit ALU would need to do that. It is because absolute index addressing can increment the bank w...
by UnDisbeliever
Thu Feb 11, 2016 12:14 am
Forum: SNESdev
Topic: 2bpp bullet rendering
Replies: 58
Views: 9513

Re: 2bpp bullet rendering

psycopathicteen wrote:This is 256 bullets moving at 20fps.
Nice.
The movements are smoother than I expected them to be.

Are you going to do more with this?
by UnDisbeliever
Wed Feb 10, 2016 12:32 am
Forum: SNESdev
Topic: 2bpp bullet rendering
Replies: 58
Views: 9513

Re: 2bpp bullet rendering

That's already 8 pixels in ~20 cycles. I'm not too sure if that's enough though. Umm, according to the bsnes/higan source it would be 24 cycles if the Accumulator & Index registers are 16 bits long. Anyway, I thought about coding a bullet hell game. Let me find my notes. There would be 2 buffers, o...
by UnDisbeliever
Tue Feb 02, 2016 10:53 pm
Forum: SNESdev
Topic: Looking for a beta reader
Replies: 10
Views: 2928

Re: Looking for a beta reader

Are you thinking of adding a "half row of sprites" option in the future? I'm not saying you need to, I just find it strange you can't have a 32x32 sprite without having to have another, but I understand if you don't want it to be overly complicated, at least for now. The main reason I didn't was to...
by UnDisbeliever
Mon Feb 01, 2016 7:46 am
Forum: SNESdev
Topic: Looking for a beta reader
Replies: 10
Views: 2928

Re: Looking for a beta reader

Thanks, I'm going to head over the library and see if they have a primer on English punctuation and grammar.

Hopefully that will clear things up.
by UnDisbeliever
Sun Jan 31, 2016 11:35 pm
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 435
Views: 100933

Re: Why no SNES homebrew scene?

Well, I just hijacked psychopathicteen's code. :lol: This is how it was like back in the day for a developer. Programmer 1: We need a hi-oam code fast! Programmer 2: Why don't you just hijack psycopathicteen's code? Programmer 1: Psycopathicteen isn't even potty trained yet! Programmer 2: Oh NOOOOO...