Search found 6 matches

by White Flame
Fri Jul 05, 2019 7:45 pm
Forum: General Stuff
Topic: ISPs making home servers impossible (port blocking)
Replies: 20
Views: 15949

Re: ISPs making home servers impossible (port blocking)

While it is a bit drastic, to avoid home ISP constraints you could run Tor or I2P on your home machine. It can connect outbound-only into its respective anon-net, and then you can address your machine by hash, no matter where it ends up moving in the future. It's technically easier, more portable, a...
by White Flame
Mon Jun 11, 2018 5:58 pm
Forum: SNESdev
Topic: More complex mode 7 rotation (z-axis)
Replies: 6
Views: 3998

Re: More complex mode 7 rotation (z-axis)

The matrix coefficients can be seen as simple deltas. Every time the raster moves 1 pixel to the right, the 2D texel coordinate moves by +(A,C). Every time the raster moves 1 pixel down, the texel moves by +(B,D). If the horizon is vertical on the screen, then the boundaries between tiles on a singl...
by White Flame
Wed Apr 25, 2018 3:07 pm
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 435
Views: 113226

Re: Why no SNES homebrew scene?

lidnariq wrote:Too bad the dots for "excellent" and "fair" in the scanned copy I found are indistinguishable:
This text version has it distinguishable, starting at line 7898.
by White Flame
Mon Apr 23, 2018 6:02 pm
Forum: SNESdev
Topic: No hype for Sydney Hunter?
Replies: 27
Views: 11570

Re: No hype for Sydney Hunter?

Optional analog sticks I'm willing to forgive, as 8-bit arcade games were already using pot paddles ( Pong ), spinners ( Arkanoid ), trackballs ( Missile Command ), and the so-called "49-way joystick" ( Sinistar ) around that time. Wait, "so-called"? It's genuinely a 49-way digital input device. No...
by White Flame
Tue Nov 07, 2017 10:24 am
Forum: NESdev
Topic: Techniques for bigger jump tables?
Replies: 20
Views: 4849

Re: Techniques for bigger jump tables?

Stepping back a bit, if you have more than 256 items to dispatch on, then your identifier will be at least 2 bytes. It can make sense then to just use address pointers for IDs instead of enums & dispatch tables at all. Whether or not those pointers point to code to jump to, point to a data structure...
by White Flame
Wed Oct 25, 2017 10:32 pm
Forum: NESdev
Topic: What's the best (fastest) multiplication/division code?
Replies: 14
Views: 5524

Re: What's the best (fastest) multiplication/division code?

I made an interesting 8*8=8bit shift-add multiply routine in 15 bytes (over in Commodore 64 land). It shrinks down to 11 bytes if you initialize .A yourself, for the added portion of a multiply-accumulate. The "interesting" part is that It exits early whenever the right-shifting multiplier reaches z...