Search found 100 matches

by Kannagi
Wed Oct 26, 2016 1:08 pm
Forum: SNESdev
Topic: Project A-RPG
Replies: 50
Views: 16056

Re: Project A-RPG

I'm still wondering why it takes 40%. None of the stuff you mentioned sounds too complicated. one 'sprite' of 32x32 = 4 sprite of 16x16 one 'sprite' of 48x48 = 1 sprite of 32x32 + 5 sprite of 16x16 (The 32x32 are optimized, the 48x48 is not optimized) I looked more closely. calculating the scrollin...
by Kannagi
Wed Oct 26, 2016 9:53 am
Forum: SNESdev
Topic: Project A-RPG
Replies: 50
Views: 16056

Re: Project A-RPG

48-80KB of samples total for a game, I'm guessing (I may have misunderstood...)? I'll take note of that. Yes , you understand ;) I am able to compile C-language programs on my end using XCode (or via make). Thus, a platform incompatibility should not be a problem (unless it's not a command line app...
by Kannagi
Tue Oct 25, 2016 8:18 am
Forum: SNESdev
Topic: Project A-RPG
Replies: 50
Views: 16056

Re: Project A-RPG

If I create my driver is to reduce the size of music, music with 8 channels is 8KB. (30 music makes 240 KB). I think the best is 48-80ko of sample for a game. The bad news is that I use Impulse Tracker to create my music rather than make MIDI files (it means I can easily preview my music on the fly)...
by Kannagi
Mon Oct 24, 2016 6:06 am
Forum: SNESdev
Topic: Project A-RPG
Replies: 50
Views: 16056

Re: Project A-RPG

Well if I have some news: NesBox: http://pixelretro.hebergratuit.net/NesBox/snes.html rom: http://www.mediafire.com/file/9ton5dtzs562fb6/main.smc I don't guarantee that on NesBox the sound is well restored. The start button to play music. The select button to pause. The Y button to reset to zero the...
by Kannagi
Sun Oct 23, 2016 1:32 am
Forum: SNESdev
Topic: Project A-RPG
Replies: 50
Views: 16056

Re: Project A-RPG

I want my engine to be more suited toward action games like run and guns.
When my engine/lib will be a little more finished I'll post on Github ;)
by Kannagi
Sat Oct 22, 2016 7:31 am
Forum: SNESdev
Topic: Project A-RPG
Replies: 50
Views: 16056

Re: Project A-RPG

You can kill me now, but I want to know how you're at 40% CPU usage with only 4 objects onscreen. because 4 object and not 4 sprite ;) 1 object of 32x32, takes 4 sprite (4 x 16x16). the calculation of the sprites are long if you manage the x +256 and small and great sprite. The calculation I make a...
by Kannagi
Sat Oct 22, 2016 12:42 am
Forum: SNESdev
Topic: Project A-RPG
Replies: 50
Views: 16056

Re: Project A-RPG

Hello, I really advanced but there will be no new visual effect. I recode the Window / text (to optimize) I recode the item to make it easy to use for me and reduce the code. I manages the large map (currently 2048x2048) but theoretically I can do 16384x256 :D It is possible now to have 64 enemy on ...
by Kannagi
Wed Sep 14, 2016 10:23 am
Forum: SNESdev
Topic: Project A-RPG
Replies: 50
Views: 16056

Re: Project A-RPG

Hello, The part of the graph code being well 'completed' I started the sound. So I decided to use MIDI. In my music I find the result not too bad, 1 kbytes for 1 channel, and the sample is 56 bytes here. when I have finished my sound driver , I think putting the convert midi / SNES on github https:/...
by Kannagi
Sat Apr 23, 2016 9:55 pm
Forum: SNESdev
Topic: WLA DX "bug" that wasn't a bug at all
Replies: 12
Views: 4049

Re: WLA DX "bug" that wasn't a bug at all

That reassures me, I use wla-dx for my game is I also use wla-dx for the SPC700 (but I don't encounter any bug for now).
by Kannagi
Tue Apr 19, 2016 1:00 pm
Forum: SNESdev
Topic: SNES Splatoon (How do I shot HiROM?)
Replies: 294
Views: 50924

Re: SNES Splatoon (How do I shot HiROM?)

@Nicole I don't speak of good practice Each one is free to choose his technique, but that for me my game must end before the VBlank So point b) never happens, and yet I don't make small a game. And it reminds me of C language, a bad pointer = a program that does not work ;) But I want to know I'm do...
by Kannagi
Tue Apr 19, 2016 11:01 am
Forum: SNESdev
Topic: SNES Splatoon (How do I shot HiROM?)
Replies: 294
Views: 50924

Re: SNES Splatoon (How do I shot HiROM?)

Yes I understand, the VBlank, it can occur at any time?
Normally it does not come at the end of the final line ?
There is an example or VBlank comes before?
by Kannagi
Tue Apr 19, 2016 10:22 am
Forum: SNESdev
Topic: SNES Splatoon (How do I shot HiROM?)
Replies: 294
Views: 50924

Re: SNES Splatoon (How do I shot HiROM?)

I don't really understand your example but in my code $2122 is $44 (But $ 2122 must be written in the VBlank normally). I changed the code a bit I did this: Game loop : lda $00 sta 2121 rep #$20 lda #$4444 sta $2122 sep #$20 ;code game VBlank : ;code rep #$20 lda #$1234 sep #$20 rti And I didn't see...
by Kannagi
Tue Apr 19, 2016 7:42 am
Forum: SNESdev
Topic: SNES Splatoon (How do I shot HiROM?)
Replies: 294
Views: 50924

Re: SNES Splatoon (How do I shot HiROM?)

Just don't be at 90% CPU (it is a good exercise).
After this depends on if it is true that my game loop is too long may be that I will reflect to a push / pop ( I worked first on the optimization).
by Kannagi
Tue Apr 19, 2016 7:29 am
Forum: SNESdev
Topic: SNES Splatoon (How do I shot HiROM?)
Replies: 294
Views: 50924

Re: SNES Splatoon (How do I shot HiROM?)

I understand, but In general I always look at the CPU , so my code is done fast enough before the VBlank activates. :)
by Kannagi
Tue Apr 19, 2016 7:19 am
Forum: SNESdev
Topic: SNES Splatoon (How do I shot HiROM?)
Replies: 294
Views: 50924

Re: SNES Splatoon (How do I shot HiROM?)

Besides, I have a question, I see many people do pha / pla phx / plx during VBlank, I know what it is I use the Stack but is it really necessary for VBlank?
I mean, normally you don't execute code before calling the Vlank (unless you make a wai) or you made a loop to wait VBlank?