Search found 825 matches

by Oziphantom
Tue May 26, 2020 10:29 pm
Forum: SNESdev
Topic: 4-bit graphics corpus for compression research
Replies: 2
Views: 3747

Re: 4-bit graphics corpus for compression research

Just go to itch.io and get the free texture packs. Then convert them down to what ever colour depth you want. Who cares how pretty or "designed" the art is for a compression test?
by Oziphantom
Mon May 25, 2020 4:25 am
Forum: SNESdev
Topic: Design guidance for 3D Engine on SuperFX
Replies: 24
Views: 943

Re: Design guidance for 3D Engine on SuperFX

oh yeah NTSC is only 224 not 240..

So dropping to 192 gets you 32 lines, which if you are not putting other stuff in such as HUD etc, then you get ~5K extra.. giving you 11K per frame, not even PAL spec.
by Oziphantom
Sun May 24, 2020 2:28 am
Forum: SNESdev
Topic: Design guidance for 3D Engine on SuperFX
Replies: 24
Views: 943

Re: Design guidance for 3D Engine on SuperFX

well they wrote 192x256 not 256x192. Which suggests using windows or HUD to hide the horizontal pixels. But yes if one does 256x192 for the frame buffer, and doesn't have the lower 48 pixels filled with HUD and other status info, so you can Force Blank it. You can then get another 7K on NTSC, basica...
by Oziphantom
Sat May 23, 2020 6:07 am
Forum: SNESdev
Topic: Design guidance for 3D Engine on SuperFX
Replies: 24
Views: 943

Re: Design guidance for 3D Engine on SuperFX

Doing this with a 3D engine is not really going to work. I think the SNES DMA limits are ~6K per VBlank assuming you have nothing else to DMA, say updating sprites for example.. You could go PAL only and that gets you ~14K + more Super FX rendering time. Basically you should just fake this. plot the...
by Oziphantom
Mon May 18, 2020 12:03 am
Forum: SNESdev
Topic: Retro Game Builder (make your own snes games)
Replies: 17
Views: 910

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

If you are going to switch modes, just HDMA it. Unless you need all the HDMA channels for something else.
by Oziphantom
Sat May 16, 2020 10:32 pm
Forum: SNESdev
Topic: Retro Game Builder (make your own snes games)
Replies: 17
Views: 910

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

I didn't know the people who were making NESMaker were actually making a SNES one. My comments were more "the spirit" of the idea, not "the concrete instance of it", as in did I read this right? As the details in the video were slim.
by Oziphantom
Sat May 16, 2020 4:58 am
Forum: SNESdev
Topic: Retro Game Builder (make your own snes games)
Replies: 17
Views: 910

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

so this is SNES maker? It's going to be a KS to make a tool that lets you build a snes game, and then you use the Kazzo programmer to write an IL flash cart and run the game on hardware?
by Oziphantom
Fri May 15, 2020 12:20 am
Forum: NESdev
Topic: Compiled stack proposal
Replies: 22
Views: 1260

Re: Compiled stack proposal

making this NES 6502 rather than 6502 seems a bit of a waste. However you do also have 8K expansion RAM for the NES to consider. Double Interrupt stabilization: When you interupt you have a 0-8 clock window of jitter, so to defeat this you can do Make Interupt fire on Line 10 ;setup irq to fire on n...
by Oziphantom
Thu May 14, 2020 12:00 am
Forum: NESdev
Topic: Compiled stack proposal
Replies: 22
Views: 1260

Re: Compiled stack proposal

Oh yeah Trampolines, didn't even think of those.. they will basically become the nexus of your project and make everything dependent on everything. A "unlink" this function would be needed.
by Oziphantom
Wed May 13, 2020 10:46 am
Forum: NESdev
Topic: Compiled stack proposal
Replies: 22
Views: 1260

Re: Compiled stack proposal

Window Allocator I feel is a more correct term. As somebody who has built tree analysis and a Static Analyzer for 6502, this is not an easy thing to do in the uncontrolled environment of RAW ASM. Just working out "what is a function" as I do in the VICE debugger is only mostly accurate. C has a stri...
by Oziphantom
Thu May 07, 2020 2:15 am
Forum: General Stuff
Topic: Nintendo legacy console leak
Replies: 5
Views: 770

Re: Nintendo legacy console leak

Source code control was used back as far as the dark ages where possible, on a team you need to use it. Even if it was Emily and you gave her a disk each day. However once the servers get offline or the history is purged as nobody is going to go back to the source code, and we need the HDD space on ...
by Oziphantom
Thu May 07, 2020 1:09 am
Forum: NESdev
Topic: Optimizing scroll changes after MMC3 IRQs
Replies: 34
Views: 2094

Re: Optimizing scroll changes after MMC3 IRQs

Can you use audio DMA to trigger at the right time? So it will always make it eat a constant amount of clocks? This way the IRQ fires during the DMA, then it will ack the irq as soon as the DMA lifts.
by Oziphantom
Mon Apr 27, 2020 6:41 am
Forum: Newbie Help Center
Topic: Returning to the line a branch is called from?
Replies: 4
Views: 413

Re: Returning to the line a branch is called from?

just to be clear. As far as I can tell Rainwarrior was talking about

Code: Select all

lda Something
beq thing
to

Code: Select all

lda Something
bne +
jsr thing
+ 
when you hit the "branch to far" issue you do

Code: Select all

lda Something
bne +
jmp thing
+ 
by Oziphantom
Mon Apr 27, 2020 6:26 am
Forum: NESdev
Topic: Disassembling NES-ROMs
Replies: 3
Views: 864

Re: Disassembling NES-ROMs

Ghidra seems to be awesome if something is written in C and it conforms to the ABI standard that they have chosen. Anything else and well its start to be come more pain that it is worth. Not looked at it in 6502, as I just use regenerator but x86 and 68K so far have been not great.
by Oziphantom
Wed Apr 15, 2020 11:12 pm
Forum: SNESdev
Topic: Collisions maps in Rpgs
Replies: 7
Views: 751

Re: Collisions maps in Rpgs

you have a SNES, it draws 16x16 tiles natively. which drops the tile, pallete, flip, priority etc to 2 bytes for all 4 'chars'. without the need for you to do anything. depending on your zoom level, and art style.. maybe going to 4x4 is better ( or 2x2 at 16x16 tiles). On the C64 4x4 was the typical...