Search found 14 matches

by secondsun
Mon May 25, 2020 8:42 am
Forum: SNESdev
Topic: Design guidance for 3D Engine on SuperFX
Replies: 25
Views: 2841

Re: Design guidance for 3D Engine on SuperFX

This is a cool idea, but I'm not so sure about prototyping on Java... I mean, it's way too easy to miss an important limitation and then *poof* just like that, you have to deal with new limitation you never knew about and are unprepared for. Ha oh man! I'm counting on it. I've been writing Java for...
by secondsun
Sat May 23, 2020 8:51 am
Forum: SNESdev
Topic: Design guidance for 3D Engine on SuperFX
Replies: 25
Views: 2841

Re: Design guidance for 3D Engine on SuperFX

First of all, such a game seems awesome ! Loving T-RPGs (Fire Emblem in particular) I'd be eager to play it. If I understand well the problem is not clipping the sprites with a given, constant, angle such as what Tactics Ogre - Let's cling together does, but doing it at unknown angle. Thanks! It is...
by secondsun
Sat May 23, 2020 8:46 am
Forum: SNESdev
Topic: Design guidance for 3D Engine on SuperFX
Replies: 25
Views: 2841

Re: Design guidance for 3D Engine on SuperFX

If your field is 4bpp and character sprites use a different palette, you can simply let the SuperFX draw a hole for the sprite and the PPU can place the character sprite behind the 3D layer. The more I think about this solution the more I like it. First, I think it solves the problem perfectly. Sec...
by secondsun
Thu May 21, 2020 1:40 pm
Forum: SNESdev
Topic: Design guidance for 3D Engine on SuperFX
Replies: 25
Views: 2841

Re: Design guidance for 3D Engine on SuperFX

It also means you might be able to use the PPU for the things it was designed for (namely, sprites and multiple layers of tiles) instead of just as a framebuffer. This might help, if the SuperFX is designed in a way such that you can actually take advantage of it... At a minimum the PPU will be dra...
by secondsun
Thu May 21, 2020 10:36 am
Forum: SNESdev
Topic: Design guidance for 3D Engine on SuperFX
Replies: 25
Views: 2841

Design guidance for 3D Engine on SuperFX

I’m prototyping a game in Java to eventually port to the SNES 1 . I’m trying to make it a tactical RPG that can pan and rotate the battlefield like Final Fantasy Tactics on the PSX. Because I know I want to port this to the SNES eventually, I want my engine to reflect what it would have to do to run...
by secondsun
Mon Feb 10, 2020 1:42 pm
Forum: SNESdev
Topic: Retro-Assembler
Replies: 9
Views: 4391

Re: Retro-Assembler

I'm also working on some coding tools, search my post history for a demo from last year. The tooling is basically VS Code support for WLA based projects, I've been busy so it hasn't gotten too much further, but hopefully I'll have linking and assembling reimplemented and I can start really putting i...
by secondsun
Tue Jun 18, 2019 7:53 am
Forum: SNESdev
Topic: My Project : Super Papi Commando + SuperDan
Replies: 14
Views: 12313

Re: My Project : Super Papi Commando + SuperDan

I'm interested as well. I've been using other people's SNES projects to test some WLA developer tooling I've been playing with.

Also, I'd love to chat with you sometime to discuss your workflow, problems you had developing your game, etc so that I can make tools to help with those.
by secondsun
Tue Jan 29, 2019 7:09 pm
Forum: SNESdev
Topic: Super-FX screen buffer copy in one frame?
Replies: 9
Views: 5446

Re: Super-FX screen buffer copy in one frame?

Have you got a source for that? I was pretty sure it updated the whole 224x192 Super FX layer every time. It would be quite complicated to try to figure out what parts of the framebuffer had been changed and only transfer those. So I don't. I was running on the mental model that the Super FX was re...
by secondsun
Tue Jan 29, 2019 5:28 pm
Forum: SNESdev
Topic: Super-FX screen buffer copy in one frame?
Replies: 9
Views: 5446

Re: Super-FX screen buffer copy in one frame?

Starfox usually doesn't update the whole screen unless a 3d object or scaling sprite is really close. The backgrounds, HUD, and ground planes are all rendered by the SNES. One thing that I think Doom did (I know Wolf 3D did) was write their scene to video memory at a lower resolution and then scale ...
by secondsun
Wed Jan 02, 2019 11:24 pm
Forum: SNESdev
Topic: WLA Tools and Libraries
Replies: 8
Views: 5416

Re: WLA Tools and Libraries

I've done a little more work, it can show you some errors and the parsing is a bit more error tolerant.

https://youtu.be/u8UIorFMHc0
by secondsun
Wed Jan 02, 2019 4:03 pm
Forum: SNESdev
Topic: WLA Tools and Libraries
Replies: 8
Views: 5416

Re: WLA Tools and Libraries

Though, I want to say that's not relevant in this case anyway - there's no emulator code in either repo, it seems?
Correct. This is not emulation, it is "only" text parsing.
by secondsun
Wed Jan 02, 2019 9:42 am
Forum: SNESdev
Topic: WLA Tools and Libraries
Replies: 8
Views: 5416

Re: WLA Tools and Libraries

Ahhh right.

Yes you will just reload vscode and everything will "Just work" as long as you are on Windows, Mac, or Linux. One day ;)
by secondsun
Wed Jan 02, 2019 9:24 am
Forum: SNESdev
Topic: WLA Tools and Libraries
Replies: 8
Views: 5416

Re: WLA Tools and Libraries

There are two parts to the extension. The first part is the extension itself. The extension executes a Java application that is build using java-language-server and the parser library. Because we live in 2019 now the java application is a system specific static binary that is bundled with the extens...
by secondsun
Tue Jan 01, 2019 8:12 pm
Forum: SNESdev
Topic: WLA Tools and Libraries
Replies: 8
Views: 5416

WLA Tools and Libraries

I've been writing some tools based on WLA-DX and wanted to share them with the board (I've been lurking for a while). First, I've been writing a Java library that can parse WLA projects. It is still a work in progress, but I've been able to get a parse tree of the Oracle of Ages Disassembly. This le...