Search found 186 matches

by HihiDanni
Sat Jun 02, 2018 1:06 pm
Forum: SNESdev
Topic: SNES Wiki is down again!!!
Replies: 27
Views: 13286

Re: SNES Wiki is down again!!!

It looks like they're using Let's Encrypt for their certs (maybe they weren't before? Unsure), which means the certificate auto-expires every 90 days. This requires the server administrator set up some automation to renew it automatically at about the 60-75 day mark. Not only does the actual certif...
by HihiDanni
Sat Jun 02, 2018 11:46 am
Forum: SNESdev
Topic: bsnes-mcfly: The v073 and bsnes-classic killer
Replies: 180
Views: 99354

Re: Is AWJ still in the scene? Regarding bsnes-classic

byuu wrote:* advanced CPU overclocking (it's too tightly bound to the other components like the PPU)
How about being able to adjust the memory timings? I'm especially curious about the effect of RAM accesses only taking 6 master cycles.
by HihiDanni
Sun Mar 04, 2018 5:50 pm
Forum: SNESdev
Topic: tcc816 - limit in total number of "if / else if" in code?
Replies: 3
Views: 3221

Re: tcc816 - limit in total number of "if / else if" in code

I don't have familiarity with this assembler, but the error seems to imply the value of __init_locals is greater than 65535. The tcc compiler in PVSNESLib generates code for the WLA-DX assembler. I'm assuming that __init_locals is part of the C implementation that tcc uses. The ASM instruction caus...
by HihiDanni
Sun Mar 04, 2018 9:26 am
Forum: SNESdev
Topic: Misc SNES sound questions
Replies: 18
Views: 7734

Re: Need a little help with SPC data transfers

A few things I noticed, perhaps not entirely related to the issue you're having but may save you some trouble later: 1. I noticed you're using the .a8, .a16, etc. directives manually after each rep/sep. If you're using ca65 you can use the .smart directive so you don't have to do this. It will help ...
by HihiDanni
Sun Feb 11, 2018 5:30 pm
Forum: SNESdev
Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
Replies: 58
Views: 18003

Re: Superfeather Game Engine v0.5.2b "Flying Kobold"

More generally, I intend this to be a project, not a Product. Identity I'm fine with (I had fun coming up with all the goofy codenames for each version), but ultimately I'm making this because it's something I decided to work on in my free time. A fully-fledged "SNESMaker" would be scope creep for t...
by HihiDanni
Sat Feb 10, 2018 11:55 am
Forum: SNESdev
Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
Replies: 58
Views: 18003

Re: Superfeather Game Engine v0.5.2b "Flying Kobold"

From the documentation for the cc65 compiler : --cpu CPU Set the CPU, the compiler generates code for. You may specify "6502" or "65C02" as the CPU. If you browse the source code there's a lot of assumptions made about the register set, so it would need some work to adapt it for the 65816. Still tho...
by HihiDanni
Tue Feb 06, 2018 4:37 pm
Forum: SNESdev
Topic: SNES Newbie
Replies: 10
Views: 5405

Re: SNES Newbie

You may have run into the same pitfall that I did initially - the first two bytes of the driver and music files exported from the SNESGSS tracker describe the byte size of those files, and therefore should not be transferred to the SPC.
by HihiDanni
Tue Feb 06, 2018 4:35 pm
Forum: SNESdev
Topic: button arrangement for kicking and shooting
Replies: 20
Views: 6275

Re: button arrangement for kicking and shooting

There is no way I can play Super Metroid or any of the Mega Man X games without changing the controls first. The funny thing is that I actually like the default controls in Super Metroid (granted, I'm not a speedrunner): A - Jump X - Shoot B - Run What this does is it basically gives you two easily...
by HihiDanni
Tue Feb 06, 2018 4:23 pm
Forum: SNESdev
Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
Replies: 58
Views: 18003

Re: Superfeather Game Engine v0.5.2b "Flying Kobold"

Correct. Even those of us who have attended college may not have taken compiler design as an elective. True, not everyone is an expert on how to write a compiler, but there is still some groundwork already - the cc65 compiler. Obviously it doesn't support the 65816. It'd need to be adapted to the n...
by HihiDanni
Tue Jan 30, 2018 4:25 pm
Forum: SNESdev
Topic: Limit in total code size? [SOLVED]
Replies: 15
Views: 6480

Re: Limit in total code size?

I would try to run the game in Benny's fork of bsnes-plus: https://forums.nesdev.com/viewtopic.php?f=12&t=16625 There's an option to break execution on the BRK opcode. Turn it on and then hard reset. If it hits a BRK (i.e. executes a 0 byte), you'll know there's something wrong with the code that wa...
by HihiDanni
Tue Jan 30, 2018 4:19 pm
Forum: SNESdev
Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
Replies: 58
Views: 18003

Re: Superfeather Game Engine v0.5.2b "Flying Kobold"

Correct, I latch the H/V counter to get whatever the current scanline is when I'm done processing the frame before VBlank. However, I also use a lookup table to translate that into a human-friendly value. You can find that lookup table here . VBlank happens when the vertical counter is at V=225. How...
by HihiDanni
Mon Jan 29, 2018 3:57 pm
Forum: SNESdev
Topic: Avoiding using signed multiplication while in Mode 7
Replies: 19
Views: 5612

Re: Avoiding using signed multiplication while in Mode 7

The multiplication registers do their work in the background, and software only has to read and write them, right? I'd think that the state of those registers would survive the NMI interrupt, as long as you don't touch those registers in your interrupt routine. Let me know if I'm wrong though.
by HihiDanni
Sun Jan 28, 2018 7:39 pm
Forum: SNESdev
Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
Replies: 58
Views: 18003

Re: Superfeather Game Engine v0.5.2b "Flying Kobold"

Hello HihiDanni, you're doing a great job, almost exactly what I was (almost desperately) looking for. I am an experienced developer in some languages and technologies, but I just don't have time to learn assembler and tools just for my hobby project :( Ideally, I was hoping for compiler from some ...
by HihiDanni
Sat Jan 27, 2018 10:09 am
Forum: SNESdev
Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
Replies: 58
Views: 18003

Re: Superfeather Game Engine v0.5.2b "Flying Kobold"

Hi everyone. The holiday season has sucked up my time but I've picked up the pace lately. This month I've been making changes to fix bugs, make the API easier to understand, and add more functionality to sprites and features to the editor. A few days ago I implemented an optimization which I think i...
by HihiDanni
Fri Jan 19, 2018 7:50 am
Forum: SNESdev
Topic: Can't make transparency work
Replies: 3
Views: 2231

Re: Can't make transparency work

Remember that there are several factors that control how the color math works: - The layers you have enabled on the main screen - The layers you have enabled on the sub screen - The layers you have enabled for color math (yes this is a separate thing) - Whether you are adding the fixed color or the ...