Search found 219 matches
- Fri Dec 23, 2022 10:03 am
- Forum: phpBB Issues
- Topic: Change my username?
- Replies: 84
- Views: 121061
Re: Change my username?
Could someone change my name to niconii to avoid potential confusion with Nicole Express?
- Fri Sep 20, 2019 2:18 pm
- Forum: SNESdev
- Topic: Mesen-S - SNES Emulator
- Replies: 392
- Views: 291786
Re: Mesen-S - SNES Emulator
Are you sure an interrupt vector isn't set to that address?
- Mon Jul 01, 2019 12:13 pm
- Forum: General Stuff
- Topic: Optimizing multiple conditionals? (specifically modern CPUs)
- Replies: 19
- Views: 20825
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...
- Thu May 23, 2019 1:19 pm
- Forum: General Stuff
- Topic: Single, precompiled program for both Windows and Linux?
- Replies: 28
- Views: 27181
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...
- Thu May 23, 2019 3:07 am
- Forum: General Stuff
- Topic: Single, precompiled program for both Windows and Linux?
- Replies: 28
- Views: 27181
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...
- Sun May 05, 2019 1:49 pm
- Forum: NESdev
- Topic: CMP setting N flag when it shouldn't?
- Replies: 30
- Views: 21337
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.
- Sun May 05, 2019 9:34 am
- Forum: NESdev
- Topic: CMP setting N flag when it shouldn't?
- Replies: 30
- Views: 21337
Re: CMP setting N flag when it shouldn't?
EDIT: See below.
- Mon Apr 29, 2019 4:43 pm
- Forum: SNESdev
- Topic: How to show graphics on the screen?
- Replies: 39
- Views: 31405
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,...
- Sun Apr 28, 2019 6:58 pm
- Forum: NES Graphics
- Topic: Ways of implementing sprite animations
- Replies: 45
- Views: 51693
Re: Ways of implementing sprite animations
The only problem is that the JSON standard only allows decimal numbers, so hexadecimal numbers are off-limits.
- Sat Apr 27, 2019 5:47 pm
- Forum: NES Graphics
- Topic: Ways of implementing sprite animations
- Replies: 45
- Views: 51693
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, &q...
- Wed Apr 24, 2019 6:14 pm
- Forum: NES Graphics
- Topic: Ways of implementing sprite animations
- Replies: 45
- Views: 51693
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 expres...
- Sun Apr 21, 2019 2:31 pm
- Forum: General Stuff
- Topic: Question about Japanese text in "Super Mario Bros." manual
- Replies: 26
- Views: 17607
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.
- Fri Apr 19, 2019 9:26 pm
- Forum: SNESdev
- Topic: HDMA background color modification results in wrong colors
- Replies: 3
- Views: 6180
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...
- 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: 10454
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? ...
- Fri Apr 12, 2019 1:51 pm
- Forum: SNESdev
- Topic: Tilemap/colormap from Super Mario World looks like garbage?
- Replies: 13
- Views: 9725
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 ...