Search found 270 matches

by creaothceann
Tue Sep 01, 2020 7:43 am
Forum: General Stuff
Topic: Strategies for implementing macro functionality in assemblers
Replies: 18
Views: 6293

Re: Strategies for implementing macro functionality in assemblers

I think the most important feature is having some kind of escape character to mark the begin/end of the parameter names. That isn't required if the parameter is enclosed in normal separators (comma, space, plus, minus, brackets, end of line, etc.) but it's needed when appending/inserting parameters...
by creaothceann
Tue Sep 01, 2020 2:10 am
Forum: Other Retro Dev
Topic: Zsnes savestate file format
Replies: 17
Views: 5495

Re: Zsnes savestate file format

vSNES can load ZSNES savestates, and other (older) formats like SNES9x 1.43. It was inspired by the DOS program bgmapper. ZSNES savestates (at least the old format, dunno about the version linked above) are very simple: ;ZSNES Savestate Format: ; Thanks to ZsKnight for it! ; Meant to be compiled wi...
by creaothceann
Tue Sep 01, 2020 1:29 am
Forum: NESemdev
Topic: Disch has passed away
Replies: 30
Views: 11874

Re: Disch has passed away

Zepper wrote:
Mon Aug 31, 2020 5:48 pm
Bregalad wrote:
Mon Aug 31, 2020 1:53 am
Image
Uh... I guess not.
I mean a picture of him.
https://i.imgur.com/7s2HiEt.jpg
by creaothceann
Sun Aug 30, 2020 12:50 am
Forum: SNESdev
Topic: Detecting...
Replies: 9
Views: 3364

Re: Detecting...

You can detect changes and silently alter the gameplay, like Earthbound did.

To make it harder to modify the code you could store it encrypted and only decrypt it in small blocks at runtime, while also using the encrypted code as data. (related)
by creaothceann
Sat Aug 22, 2020 1:31 pm
Forum: SNESdev
Topic: SNES native 3D performance ST-NICC no SFX demo
Replies: 72
Views: 15711

Re: SNES native 3D performance ST-NICC no SFX demo

Oziphantom wrote:
Fri Aug 21, 2020 10:55 pm
Scrolling is the issue, it is never smooth, because you have to sample 50 over 60 you get judders in it.
Yep... Kid Klown in Crazy Chase's options screen is my go-to screen for testing emulators in that regard.
by creaothceann
Fri Aug 21, 2020 11:38 am
Forum: SNESdev
Topic: SNES native 3D performance ST-NICC no SFX demo
Replies: 72
Views: 15711

Re: SNES native 3D performance ST-NICC no SFX demo

Oziphantom wrote:
Fri Aug 21, 2020 7:03 am
It seems silly to cripple a demo because NTSC exists
Nikku4211 wrote:
Fri Aug 21, 2020 9:02 am
emulation makes this all irrelevant
Most PC monitors run at 60Hz, so emulation will have problems with PAL games. Variable refresh rate monitors are a relatively recent development.
by creaothceann
Thu Aug 20, 2020 10:21 pm
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 179
Views: 65960

Re: [demo] SNES Sonic

Maxwelthuthu wrote:
Thu Aug 20, 2020 11:28 am
I'm sorry, but why the heck are people suggesting a enhancement chip?
Right... if you want to "cut away all limitations" you could just as well use a Pentium P5 / Pentium Pro on a custom PCB.
by creaothceann
Sun Aug 16, 2020 6:18 am
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 179
Views: 65960

Re: [demo] SNES Sonic

by creaothceann
Sat Aug 15, 2020 5:07 am
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 179
Views: 65960

Re: [demo] SNES Sonic

This is SEGA, not Nintendo or Square...
by creaothceann
Thu Aug 13, 2020 12:22 pm
Forum: SNESdev
Topic: Replacement power supply
Replies: 4
Views: 2580

Re: Replacement power supply

You can just use an universal power adapter like this: https://www.amazon.de/Goobay-59032-Univ ... 075MW2MW7/
by creaothceann
Mon Aug 10, 2020 3:48 am
Forum: NESemdev
Topic: Project Nested - NES emulator for SNES
Replies: 47
Views: 26254

Re: Project Nested - NES emulator for SNES

Myself086 wrote:
Fri Aug 07, 2020 2:51 pm
As for Mesen-S, $43xB is open bus but it should be fully read/write-able
Do you mean that Mesen-S treats it as open bus? Because 'fully read/write-able' implies that it's not open bus.
by creaothceann
Thu Aug 06, 2020 11:07 pm
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 179
Views: 65960

Re: [demo] SNES Sonic

Image Nice! :)
by creaothceann
Sat Aug 01, 2020 11:06 am
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 121
Views: 36093

Re: SNES Doom Source Released! Now What?

Señor Ventura wrote:
Sat Aug 01, 2020 8:47 am
What about to intercalateinterlacing null scanlines instead of doubling pixels horizontally or vertically?
I'm pretty sure vertical doubling is easy to accomplish, perhaps easier than blanking every other line.
by creaothceann
Tue Jul 21, 2020 4:10 am
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 121
Views: 36093

Re: SNES Doom Source Released! Now What?

Perhaps a version without textures could achieve 30 or 60 fps.
by creaothceann
Mon Jul 20, 2020 10:19 pm
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 121
Views: 36093

Re: SNES Doom Source Released! Now What?

I'd use the LSB as "walk" instead of "run" so that you don't have to press it all the time.