Search found 7857 matches

by Bregalad
Tue May 26, 2020 1:13 am
Forum: SNESdev
Topic: Design guidance for 3D Engine on SuperFX
Replies: 24
Views: 931

Re: Design guidance for 3D Engine on SuperFX

Letterboxing does have the benefit of being able to zoom in to the screen on a 16:9 HDTV without losing any content whatsoever, if the content itself is further letterboxed into a 16:9 frame, but 16:9 HDTV users might be able to tolerate 192x224 pillarboxing if they can already tolerate 4:3 pillarb...
by Bregalad
Sun May 24, 2020 10:45 am
Forum: General Stuff
Topic: Has anyone made a Discord server for NesDev?
Replies: 3
Views: 3619

Re: Has anyone made a Discord server for NesDev?

Cool, I'm joining ! Both Discord and Telegram works great for informal discussions either in group or 1-to-1; however both a poor for archiving actual relevant information, which a forum does way better. Also they both discourage long/complex answers answering to multiple questions from multiple peo...
by Bregalad
Sat May 23, 2020 6:19 am
Forum: SNESdev
Topic: Design guidance for 3D Engine on SuperFX
Replies: 24
Views: 931

Re: Design guidance for 3D Engine on SuperFX

First of all, such a game seems awesome ! Loving T-RPGs (Fire Emblem in particular) I'd be eager to play it. If I understand well the problem is not clipping the sprites with a given, constant, angle such as what Tactics Ogre - Let's cling together does, but doing it at unknown angle. I suppose the ...
by Bregalad
Thu May 14, 2020 11:30 am
Forum: General Stuff
Topic: Has anyone tried to obtain an "Official Seal" from Nintendo for their game?
Replies: 38
Views: 3222

Re: Has anyone tried to obtain an "Official Seal" from Nintendo for their game?

I have never seen a Hudson Famicom cartridge that was not made by Nintendo. Konami, Namco, Sunsoft, Taito yes, but not Hudson. Sorry I messed up; there's also Irem or Jaleco and Bandai. Namco were definitely the earliest to produce their cartridges for the FC, as soon as 1984, before mappers, the F...
by Bregalad
Wed May 13, 2020 2:03 pm
Forum: NESdev
Topic: Compiled stack proposal
Replies: 22
Views: 1260

Re: Compiled stack proposal

Well, I was thinking it'd be nice if the system could just deduce it from parsing jsr instructions, without a need for the pseudo-instruction for most functions. Exactly. Ideally you would need special key instructions hidden in the instructions only at relevant places, such as start/stop the tree ...
by Bregalad
Wed May 13, 2020 2:24 am
Forum: NESdev
Topic: Compiled stack proposal
Replies: 22
Views: 1260

Re: Compiled stack proposal

It seems like some key characteristics of stacks are perhaps not being understood correctly. There's a treatise on 6502 stacks (plural, not just the page-1 hardware stack) at http://wilsonminesco.com/stacks/ . Later chapters do get into local variables and environments, and recursion. You may not n...
by Bregalad
Wed May 13, 2020 12:40 am
Forum: NESdev
Topic: Compiled stack proposal
Replies: 22
Views: 1260

Re: Compiled stack proposal

My $2: I find the concept of auto-allocating variables so that they don't step on other functions' feet very interesting. Howver I'd suggest re-inventing new names entierely and never mention the word "stack" in it, because the main point is to not use a stack . When it comes to interrupt, I'd exclu...
by Bregalad
Wed May 13, 2020 12:30 am
Forum: General Stuff
Topic: Has anyone tried to obtain an "Official Seal" from Nintendo for their game?
Replies: 38
Views: 3222

Re: Has anyone tried to obtain an "Official Seal" from Nintendo for their game?

Nintendo had an even tighter grasp on the supply chain in Japan during the NES and SNES eras. Nintendo franchised game stores received at least 10 times as much stock as independent stores in exchange for letting Nintendo dictate pricing, game placement, signage, etc. But how do you explain Husdon,...
by Bregalad
Tue May 12, 2020 12:03 pm
Forum: General Stuff
Topic: Jokes
Replies: 1
Views: 401

Re: Jokes

Oh... my... god...

What a waste of original Nintendo hardware.
by Bregalad
Tue May 12, 2020 12:45 am
Forum: NESdev
Topic: Pulse channel glitch when changing frequency
Replies: 4
Views: 408

Re: Pulse channel glitch when changing frequency

Relevant thread about the workaround Blargg found : http://forums.nesdev.com/viewtopic.php?f=2&t=231

Alternate workaround : Tune everything slightly up so that an A note with vibrato will barely stay in the range with the same $4003/$4007 value.
by Bregalad
Thu May 07, 2020 1:38 pm
Forum: NESdev
Topic: Optimizing scroll changes after MMC3 IRQs
Replies: 34
Views: 2093

Re: Optimizing scroll changes after MMC3 IRQs

OK so ignore my previous post. The only thing that would suppress all waiting is somehow being able to write to $2006.2 between dot 260 and 328, am I correct ? This means a window of 22.66 CPU cycles, but since we have 6 extra cycles of jitter (carefully avoiding 7-cycle instructions), there's only ...
by Bregalad
Thu May 07, 2020 1:22 pm
Forum: Other Retro Dev
Topic: Using Leaked Nintendo Source Code Poses Serious Legal Risk to Emulators [link]
Replies: 12
Views: 1213

Re: Using Leaked Nintendo Source Code Poses Serious Legal Risk to Emulators [link]

The content of the linked article actually says the exact oposite of this thread's title. Tom Dietrich, a Copyright Attorney at The McArthur Law Firm in Los Angeles, told Motherboard in an email that Nintendo would need direct evidence of the leaked code appearing in an emulator to have a strong inf...
by Bregalad
Thu May 07, 2020 1:07 pm
Forum: NESdev
Topic: Optimizing scroll changes after MMC3 IRQs
Replies: 34
Views: 2093

Re: Optimizing scroll changes after MMC3 IRQs

Oh I can't believe I forgot all this in my few years where I was a bit less involved in NESdev. I suppose the only lasting option that wasn't discussed yet is to purposely clock the counter with 8x16 sprites and make your IRQ fire on those... this might get your counter clocked once more per line be...
by Bregalad
Thu May 07, 2020 11:29 am
Forum: NESdev
Topic: Optimizing scroll changes after MMC3 IRQs
Replies: 34
Views: 2093

Re: Optimizing scroll changes after MMC3 IRQs

Even a perfect M2-based IRQ without slip will still have problems due to the noninteger M2 cycles per wanted IRQ. Nothing that can't be easily compensated for by software though. The real problem is that there's a latency of up to 7 CPU cycles when calling the IRQ handler, depending on the instruct...
by Bregalad
Thu May 07, 2020 8:39 am
Forum: NESdev
Topic: Optimizing scroll changes after MMC3 IRQs
Replies: 34
Views: 2093

Re: Optimizing scroll changes after MMC3 IRQs

OK what about this IRQ ? 1 cycle faster than before for the part before $2006/2 write. IRQ : sta irq_zp_save_a ;3 stx irq_zp_save_x ;6 ldx irqnum ;9 lda scrolltableh,x ;13 sta $2006 ;17 lda scrolltablel,x ;21 sta $2006 ;25 dex bmi _stop_irqs: ; (code to reload MMC3 IRQ here) stx irqnum ldx irq_zp_sa...