Search found 376 matches

by strat
Wed Nov 25, 2020 2:16 pm
Forum: SNESdev
Topic: Are High SNES Homebrew Expectations Justified?
Replies: 103
Views: 11325

Re: Are High SNES Homebrew Expectations Justified?

One difficulty with programming for the Game Boy isn't Z80 as much as that the CPU isn't quite a Z80. Though sequential access to memory on 8080 family is more convenient in ways than on 6502 family, random access suffers. I guess it's been said here before but whereas in a 6502 program it's most e...
by strat
Mon Nov 09, 2020 2:37 pm
Forum: General Stuff
Topic: Why did SNES Japan-only games have much better graphics than localized games?
Replies: 23
Views: 3011

Re: Why did SNES Japan-only games have much better graphics than localized games?

FF4 has a "we made this as a NES game, but the NES market was dead so we did a SNES port halfway through development and didn't have the time or money to upgrade our computers and tools" look to it. FFV doesn't look that much better to be honest. Really? FF5 seems like a pretty drastic improvement ...
by strat
Sat Nov 07, 2020 4:41 pm
Forum: General Stuff
Topic: Why did SNES Japan-only games have much better graphics than localized games?
Replies: 23
Views: 3011

Re: Why did SNES Japan-only games have much better graphics than localized games?

And in 1994 Nintendo released a US-only action RPG, Startropics but on the SNES 1995 was too late for some developers to localize their game? Nintendo was trying to move a few top-loader NES units with some late releases on the way out. And there's no way Startropics 2 had as much text as an averag...
by strat
Tue Nov 03, 2020 6:06 pm
Forum: SNESdev
Topic: Are High SNES Homebrew Expectations Justified?
Replies: 103
Views: 11325

Re: Are High SNES Homebrew Expectations Justified?

From what I know about programming gaming consoles, GBA is probably the easiest - more tools to aid in asset creation, devkitPro abstracts away all the start-up code you'd have to write (though I made a simple text demo all in Arm from scratch) and it's basically a much more streamlined SNES with mo...
by strat
Tue Nov 03, 2020 2:25 pm
Forum: SNESdev
Topic: Console Emulation on SNES with FXPAK PRO.
Replies: 35
Views: 5209

Re: Console Emulation on SNES with FXPAK PRO.

Darn right it has! It came out in a time when everyone (including myself) was blinded by Donkey Kong Country, and pre-rendered CG graphics was all the rage. IMO Earthbound and Yoshi's Island were the original "indie" games - deliberately ignoring what was high-tech in favor of stylized retro graphi...
by strat
Sat Oct 10, 2020 9:12 pm
Forum: SNESdev
Topic: PEA/PER/PEI instruction and stack relative addressing modes
Replies: 16
Views: 4713

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

Here's an example of pea from Zombies Ate My Neighbors. call nmi routines: $80/83E0 A5 0C LDA $0C [$00:000C] A:C349 X:002C Y:0100 P:eNvmxdIzc $80/83E2 F0 33 BEQ $33 [$8417] A:C349 X:002C Y:0100 P:eNvmxdIzc $80/83E4 85 10 STA $10 [$00:0010] A:C349 X:002C Y:0100 P:eNvmxdIzc $80/83E6 A2 38 00 LDX #$003...
by strat
Wed Sep 16, 2020 1:57 pm
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 179
Views: 65960

Re: [demo] SNES Sonic

Of course if the game works correctly on hardware any odd behavior on an emulator is the emulator's problem, so at least we can let people know that's the issue if it comes up.
by strat
Sun Sep 13, 2020 8:42 pm
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 179
Views: 65960

Re: [demo] SNES Sonic

On Geiger SNES9x 1.43 the 1-up sound crashes here. Don't know if it's just this emulator.

Code: Select all

$8E/8CC3 CD 43 21    CMP $2143  [$8E:2143]   A:0081 X:0822 Y:03A2 P:eNvMxdIzC
$8E/8CC6 D0 FB       BNE $FB    [$8CC3]      A:0081 X:0822 Y:03A2 P:eNvMxdIzC
by strat
Mon Sep 07, 2020 2:03 pm
Forum: NESdev
Topic: Questions about NES programming and architecture
Replies: 143
Views: 27586

Re: Questions about NES programming and architecture

You couldn't release half-complete games, super repetitive games or very simple homebrew-like games and such that you often see on other systems (especially on computers which usually has no licensing system at all, and can be programmed by anyone) simply by paying the license fee. Yeah, Nintendo h...
by strat
Sun Sep 06, 2020 6:55 pm
Forum: NESdev
Topic: Questions about NES programming and architecture
Replies: 143
Views: 27586

Re: Questions about NES programming and architecture

Do first party games explicitly clear decimal mode? Yes. IMO there's no point in overthinking why most games uses CLD when starting up. They just do. Interestingly enough, the (very incarucate) emulator REW actually simulates the decimal mode if enabled ! This is funny. Maybe devs were told to do t...
by strat
Mon Aug 31, 2020 7:38 pm
Forum: General Stuff
Topic: Strange Contra glitch?
Replies: 4
Views: 2844

Re: Strange Contra glitch?

I had a hardware glitch happen with the PCE/TG-16 game Parasol Stars one time. Somehow I started a two-player game with only one controller plugged in (two controllers must be plugged in to start one normally). Years later I looked at the game in Mednafen to see if it was a software bug - since the ...
by strat
Wed Aug 05, 2020 2:43 pm
Forum: General Stuff
Topic: Nintendo "Gigaleak"
Replies: 65
Views: 26674

Re: Nintendo "Gigaleak"

As far as the leaked N64 code goes it's mostly binary obj files. It looks like the iQue company (afaik the source of the leaked files) was only supplied enough code to edit the Chinese language into the games. However, what uncompiled code does exist has an exact matching counterpart in the RE'd Mar...
by strat
Tue Aug 04, 2020 3:56 pm
Forum: NESemdev
Topic: Disch has passed away
Replies: 30
Views: 11874

Re: Disch has passed away

Sorry to hear that and prayers to his friends and family.
by strat
Mon Aug 03, 2020 7:54 pm
Forum: NESdev
Topic: Has anyone tried to make a website specifically for revers engineered games?
Replies: 26
Views: 7878

Re: Has anyone tried to make a website specifically for revers engineered games?

I have a theory of working "backwards" here. Running the game and then analyze each memorylocation and give all locations a label (in Mesen) which might make reading the code easier in the end..(?) That's how I figured out everything in the few games I've attempted to disassemble. Start from the re...