Search found 113 matches

by turboxray
Fri Oct 23, 2020 10:17 am
Forum: SNESdev
Topic: Retro Game Builder (make your own snes games)
Replies: 43
Views: 12947

Re: Retro Game Builder (make your own snes games)

poorstudenthobbyist wrote:
Fri Oct 23, 2020 7:14 am
The Kickstarter is live!

https://www.kickstarter.com/projects/an ... s-visually
LMAO the goal is '68000'. No very SNES like.
by turboxray
Thu Oct 22, 2020 5:37 pm
Forum: Other Retro Dev
Topic: PC Engine / TurboGrafx open bus
Replies: 9
Views: 253

Re: PC Engine / TurboGrafx open bus

lidnariq wrote:
Thu Oct 22, 2020 5:04 pm
I get the "zero page instructions address logical address $20xx", but ... is there some other restriction I'm confused by?
Just that, and stack, are fixed to that page location. I mean, you could temporarily map hardware bank and rom banks there if you really wanted to.
by turboxray
Thu Oct 22, 2020 4:55 pm
Forum: Other Retro Dev
Topic: PC Engine / TurboGrafx open bus
Replies: 9
Views: 253

Re: PC Engine / TurboGrafx open bus

In the "default" minimal memory map - no CD, no expansions - is most of the memory map open bus? This page: http://www.archaicpixels.com/Memory_Map says that the default HuCard enables its ROM whenever A20 is low (banks 0-$7F), and the TurboGrafx itself puts things in banks $F8-$FB and $FF. But wha...
by turboxray
Wed Oct 21, 2020 12:32 pm
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 178
Views: 48637

Re: [demo] SNES Sonic

bd90492 wrote:
Wed Oct 21, 2020 5:31 am
Oh ok. I thought it would work. But do you remember me from YouTube. Brian the animator and memes?
Do you bot, sir?
by turboxray
Wed Oct 21, 2020 12:30 pm
Forum: SNESdev
Topic: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?
Replies: 26
Views: 1194

Re: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?

There are two VDPs in the SGX. Each has its own 64k of vram. Ah, that explained it. I always wondered since it was already close to overclocking the VRAM to display 16 sprites per line(especially under mid-res) how could this limit be doubled just by adding an extra VDP (as you'll need to read twic...
by turboxray
Tue Oct 20, 2020 7:32 am
Forum: SNESdev
Topic: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?
Replies: 26
Views: 1194

Re: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?

Also, the snes has 128k of vram. https://en.wikipedia.org/wiki/Super_Nintendo_Entertainment_System#Video I meant wram. Well, either way, real-time or not, if the CPU's being used to 'pre-scale' the sprites, the CPU's being used to scale the sprites full-stop, so the answer is still correct. No. It'...
by turboxray
Mon Oct 19, 2020 7:13 pm
Forum: SNESdev
Topic: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?
Replies: 26
Views: 1194

Re: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?

How do you know if the game is using the cpu to scale the sprites or if there is a set of pre-scaled graphics in rom though? Common sense. There is so much content in that rom, and isn't much reiterative of content there, so, repeating those tiles until this point would have had an spending of memo...
by turboxray
Fri Oct 16, 2020 10:30 am
Forum: SNESdev
Topic: PEA/PER/PEI instruction and stack relative addressing modes
Replies: 16
Views: 1694

Re: PEA/PER/PEI instruction and stack relative addressing modes

Color Computer games used the 6809's 'U' reg for 'stack blasting' technique to draw graphics since the early 80s. I remember enjoying reading this story about one of those instances: http://blog.moertel.com/posts/2013-12-14-great-old-timey-game-programming-hack.html Nice! He doesn't directly mentio...
by turboxray
Wed Oct 14, 2020 7:47 am
Forum: SNESdev
Topic: PEA/PER/PEI instruction and stack relative addressing modes
Replies: 16
Views: 1694

Re: PEA/PER/PEI instruction and stack relative addressing modes

Unrolled loops of PEA and PEI were used by a homebrew port of Super Mario Brothers to the Apple IIgs ... Color computer games used the 6809's 'U' reg for 'stack blasting' technique to draw graphics since the early 80s. Nice to see it implemented on the IIgs. The Megadrive has a similar trick for ab...
by turboxray
Tue Oct 06, 2020 12:56 pm
Forum: Other Retro Dev
Topic: PCE Turbografx + cc65
Replies: 3
Views: 554

Re: PCE Turbografx + cc65

Any particular reason not to use the latest builds of HuC over CC65 for PCE?
by turboxray
Tue Oct 06, 2020 12:54 pm
Forum: Newbie Help Center
Topic: Assembly optimization
Replies: 11
Views: 1705

Re: Assembly optimization

First you have to decide whether you're optimizing for space or speed. Many optimisations does both at the same time ; some improve space or speed without hurting the other. That's really only true for small/simple opcode optimization. More advance optimizations for 65x definitely bloat memory foot...
by turboxray
Sat Sep 05, 2020 2:00 pm
Forum: NES Graphics
Topic: Is $08 "brown" or "olive" ? Why does it vary so much from screen to screen?
Replies: 29
Views: 7946

Re: Is $08 "brown" or "olive" ? Why does it vary so much from screen to screen?

NTSC - Never The Same Color :roll: It truly varies from screen to screen unfortunately. NTSC color burst interpretation seems to be more of a suggestion than an exact science. Ah, the good 'ol days. I have a TV where some of the purples ($03 / $13 / $23) are clearly blue. Except composite video isn...
by turboxray
Tue Sep 01, 2020 9:43 pm
Forum: General Stuff
Topic: Math vs Language in programming
Replies: 19
Views: 6352

Re: Math vs Language in programming

Jacobson wrote:
Tue Sep 01, 2020 7:52 pm
Then do you want to ban me from logging in?
Potentially.
by turboxray
Tue Sep 01, 2020 5:34 pm
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 178
Views: 48637

Re: [demo] SNES Sonic

Señor Ventura wrote:
Tue Sep 01, 2020 9:57 am
although it seems to be due an error in the source code, or something like that.
Or potentially their destination code.
by turboxray
Tue Sep 01, 2020 8:14 am
Forum: NESdev
Topic: Ca65 syntax guide for 6502?
Replies: 5
Views: 1488

Re: Ca65 syntax guide for 6502?

Literal values does not mean immediate values. It's telling you the format of using direct numbers vs something like labels - not the addressing mode.