Search found 218 matches

by Nicole
Fri Sep 20, 2019 2:18 pm
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 351
Views: 152168

Re: Mesen-S - SNES Emulator

Are you sure an interrupt vector isn't set to that address?
by Nicole
Mon Jul 01, 2019 12:13 pm
Forum: General Stuff
Topic: Optimizing multiple conditionals? (specifically modern CPUs)
Replies: 19
Views: 15937

Re: Optimizing multiple conditionals? (specifically modern C

There was also the time I used bit twiddling hacks to eliminate branches from Saturated Arithmetic code used in Snes9x. On the other hand, I've done similar stuff to avoid a branch, only to have the optimizing compiler put the branch back in. It does make me suspect that blindly removing branches i...
by Nicole
Thu May 23, 2019 1:19 pm
Forum: General Stuff
Topic: Single, precompiled program for both Windows and Linux?
Replies: 28
Views: 20277

Re: Single, precompiled program for both Windows and Linux?

For sake of counterpoint: [Task Manager showing Discord.exe processes] Except for ability to keep other applications in RAM at the same time, as koitsu alluded. You did see I was arguing against web apps as native apps, right? RAM usage is not nearly as bad when you're not dragging in an entire ext...
by Nicole
Thu May 23, 2019 3:07 am
Forum: General Stuff
Topic: Single, precompiled program for both Windows and Linux?
Replies: 28
Views: 20277

Re: Single, precompiled program for both Windows and Linux?

It's surprising what you can do with even a small amount of JavaScript and HTML. I once downloaded a .zip for a Discord log viewer, and was surprised to find out it contained an 18 KB .html file. I'd never downloaded a program only to find out it was just an .html file before. But I tried it, and wa...
by Nicole
Sun May 05, 2019 1:49 pm
Forum: NESdev
Topic: CMP setting N flag when it shouldn't?
Replies: 30
Views: 16309

Re: CMP setting N flag when it shouldn't?

Ah, yeah, you're right. Same goes for stuff like -3, -5, etc. so this isn't really an "edge case" at all.
by Nicole
Sun May 05, 2019 9:34 am
Forum: NESdev
Topic: CMP setting N flag when it shouldn't?
Replies: 30
Views: 16309

Re: CMP setting N flag when it shouldn't?

There's a similar edge case in how arithmetic shift right on a signed number is not equivalent to dividing that signed number by a power of 2. (-1 / 2) == 0, but (-1 >> 1) == -1.

EDIT: See below.
by Nicole
Mon Apr 29, 2019 4:43 pm
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 23030

Re: How to show graphics on the screen?

So if I'm understanding this right, the process is something like this: 1. During startup, DMA is used to transfer all my graphics from the cartridge to VRAM, all my palettes to CGRAM, and initialize OAM with the cartridge contents as well 2. I can initialize WRAM with any values I am working with,...
by Nicole
Sun Apr 28, 2019 6:58 pm
Forum: NES Graphics
Topic: Ways of implementing sprite animations
Replies: 42
Views: 28083

Re: Ways of implementing sprite animations

The only problem is that the JSON standard only allows decimal numbers, so hexadecimal numbers are off-limits.
by Nicole
Sat Apr 27, 2019 5:47 pm
Forum: NES Graphics
Topic: Ways of implementing sprite animations
Replies: 42
Views: 28083

Re: Ways of implementing sprite animations

Thanks for the reply! :) My reasoning for using [] was to contain a list of metasprites, each containing a list of OAM entries, so I'm guessing I did that part right? Or am I still missing something? These are correct: [value1, value2, value3] {"key1": value1, "key2": value2, "key3": value3} And yo...
by Nicole
Wed Apr 24, 2019 6:14 pm
Forum: NES Graphics
Topic: Ways of implementing sprite animations
Replies: 42
Views: 28083

Re: Ways of implementing sprite animations

Would this be correct JSON? Not quite, for a couple reasons. The first is that {["foo": 1, "bar": 2]} is bad syntax. It should be {"foo": 1, "bar": 2} ; square brackets are used for lists like [1, 2, 3] . The second is that JSON should just be a single expression. Stuff like var foo = ... isn't all...
by Nicole
Sun Apr 21, 2019 2:31 pm
Forum: General Stuff
Topic: Question about Japanese text in "Super Mario Bros." manual
Replies: 26
Views: 13049

Re: Question about Japanese text in "Super Mario Bros." manu

This part of the manual might not be clear, but the story in the manual (which is covered on the page you linked) more specifically mentions the "Mushroom People"/"キノコ一族" being transformed into bricks. This is almost exactly the term used today for Toad's species in Japanese.
by Nicole
Fri Apr 19, 2019 9:26 pm
Forum: SNESdev
Topic: HDMA background color modification results in wrong colors
Replies: 3
Views: 4953

Re: HDMA background color modification results in wrong colo

Simply writing two bytes to $2122 is not enough to set the background color. The first color you write to $2122 will be written to color 0, which is the background color, but after that, the next color written to $2122 will be color 1, then color 2, and so on. To fix this, you need to write 0 to $21...
by Nicole
Sat Apr 13, 2019 1:53 am
Forum: Newbie Help Center
Topic: Increasing x_pos by 4, but sprite can move outside of grid?
Replies: 12
Views: 6648

Re: Increasing x_pos by 4, but sprite can move outside of gr

In this case, if the values were: player_move_speed = 1 player_move_speed_sub = 0 That would be the same as just incrementing one pixel per frame, correct? Yep. And if you had: player_move_speed = 255 player_move_speed_sub = 255 that would be 99.70% of the horizontal width of the screen per frame? ...
by Nicole
Fri Apr 12, 2019 1:51 pm
Forum: SNESdev
Topic: Tilemap/colormap from Super Mario World looks like garbage?
Replies: 13
Views: 7169

Re: Tilemap/colormap from Super Mario World looks like garba

Any game can compress/decompress graphics however it wants, using its own decompression code. The format of the graphics in one game may be completely different from another game. Because of that, it is more-or-less impossible to write a tool that can handle graphics from all SNES games unless it's ...
by Nicole
Thu Apr 11, 2019 8:22 am
Forum: Newbie Help Center
Topic: Timing of microcomputers
Replies: 5
Views: 5841

Re: Timing of microcomputers

Generally the interrupt is at the end of the drawing period, not the beginning. The interrupt is at the start of V-blank, the period of time between frames where nothing is being drawn and video memory is safe to access.