Search found 31 matches

by hcs
Wed Nov 21, 2012 5:23 pm
Forum: Homebrew Projects
Topic: Super Bat Puncher
Replies: 131
Views: 46994

Re: Super Bat Puncher

Just want to lend some support without saying "when will it be done"... The demo is already the best homebrew NES game I've ever played, thanks so much for that!
by hcs
Mon Sep 10, 2012 3:54 pm
Forum: NESemdev
Topic: illegal opcodes on 6502 nes version
Replies: 37
Views: 19671

Re: illegal opcodes on 6502 nes version

Is that 85B3 by any chance the handler for the funky embedded switch that I've heard about? I don't have the ROM on hand, but it may be expecting to be followed by a table, the next few bytes are (according my reassembly): AA 82 D4 9C 05 9D 1C 9D Which look like plausible jump targets. For reference...
by hcs
Sun Jul 22, 2012 7:38 pm
Forum: Homebrew Projects
Topic: MOON8 - Dark Side of the Moon cover
Replies: 27
Views: 13851

All we need to do is make sure we Steve Hawking.

Awesome on moon8, I've got my order in!
by hcs
Mon May 28, 2012 9:56 pm
Forum: Homebrew Projects
Topic: "Hiatus Ward" Just uploaded my homebrew for you t
Replies: 16
Views: 10040

Very cool! Just a few comments after a few minutes of play. Is it infeasible for the far background to scroll vertically as well as horizontally? I'm falling a lot and its disconcerting for the bg to never move when that happens. Using that same "glass" tile for the far and near background is very c...
by hcs
Mon May 28, 2012 9:49 am
Forum: NESemdev
Topic: Emulator programming challenge
Replies: 17
Views: 5629

Writing an emulator suitable for the public domain is insanely difficult to do, especially in any kind of low-level language. Indeed. Fortunately I was still overconfident when I released Neon64 or it never would have seen the light of day. I worked on it pretty much all through high school, 2001-2...
by hcs
Sat Apr 28, 2012 10:06 pm
Forum: NESemdev
Topic: Emulator programming challenge
Replies: 17
Views: 5629

MottZilla wrote:ItMightBeNES is written in Assembly for the Playstation 1. Has impressive performance too.
Yep, that's the earlier MIPS one I was thinking of.
by hcs
Sat Apr 28, 2012 6:40 pm
Forum: NESemdev
Topic: Emulator programming challenge
Replies: 17
Views: 5629

I wrote one in MIPS R4000 assembler for N64, it happens to support exactly ten mappers (iNES 1,2,3,4,7,9,11,34,66,71). It wasn't the first for N64 or the first in MIPS, but...
by hcs
Sat Feb 18, 2012 5:35 am
Forum: NESdev
Topic: RAM/WRAM test
Replies: 3
Views: 1741

You could also go ahead and just loop through every single byte writing every possible value and reading it back to see that it stores each value. Which won't necessarily tell you if writing one byte isn't annihilating some other byte (though I don't know how common this might be with these types o...
by hcs
Wed Feb 15, 2012 6:54 pm
Forum: Homebrew Projects
Topic: Line plotting engine
Replies: 33
Views: 14599

I don't think it's such an achievement to make it so small because there is nothing that really can take up much space. I just have an unrolled loop that takes quite some space and the sine table for the rotation of course. Sure, but being relatively compact and fairly efficient with RAM could make...
by hcs
Tue Feb 14, 2012 5:45 pm
Forum: Homebrew Projects
Topic: Line plotting engine
Replies: 33
Views: 14599

Thanks for the idea of doing rotating polygons, it's not very exiting but it gets the job done. I think I can now share a working version of my engine here : http://dl.dropbox.com/u/23465629/NES_junk/vector.nes Very nice, and in ~ 1K! Whereas my massive monthlong project does only very slightly bet...
by hcs
Mon Feb 13, 2012 3:45 pm
Forum: Homebrew Projects
Topic: Line plotting engine
Replies: 33
Views: 14599

Cool, I'd like to see it. For some point of comparison, it takes 12 frames for Nestify to draw its initial set of 16 (long, overlapping) lines. The next update (erasing 4 and drawing 4 lines) takes 9 frames, and once it gets going it's usually around 7 (though with notable slowdowns). I haven't thor...
by hcs
Wed Jan 25, 2012 2:54 pm
Forum: Homebrew Projects
Topic: Line plotting engine
Replies: 33
Views: 14599

Yeah, I noted that in my response , spam guy just picked a line at random. --- Another day, another 10%: http://hcs64.com/files/nestify7.nes I realized that I could use the stack pointer directly to index the data that the routines would deal with, that and putting one byte of the 9 on the zero page...
by hcs
Wed Jan 25, 2012 2:27 pm
Forum: Homebrew Projects
Topic: Line plotting engine
Replies: 33
Views: 14599

Thanks spam guy! I've been working hard on this for the past week, but only made small progress until the past two days. 1. I've ripped out the old 6502 generating code in favor of a threaded code implementation, where I keep a ring buffer of subroutine addresses-1 on the stack page, and the NMI rou...
by hcs
Tue Jan 17, 2012 5:14 pm
Forum: Homebrew Projects
Topic: Line plotting engine
Replies: 33
Views: 14599

Got the non-vblank processing to catch up by some optimizations in how dlists are generated, about 17% faster that v5. Now the limitation is vblank time again.
http://hcs64.com/files/nestify5.nes
by hcs
Fri Jan 06, 2012 7:56 pm
Forum: NESdev
Topic: Thoughts on Higher Level Language Design for 6502 Systems
Replies: 77
Views: 19217

I mean, the compiler is the one generating the ASM/binaries, so it KNOWS what routines are in different banks, it doesn't need the programmer to explicitly say it. With cc65 it's the linker that actually knows the final addresses of everything, and by then it's probably too late to insert bankswitc...