Search found 785 matches

by Oziphantom
Tue Feb 18, 2020 11:06 pm
Forum: SNESdev
Topic: VScrolll offset by 19
Replies: 3
Views: 242

Re: VScrolll offset by 19

Kefrens bars, no this is vertical scrolling not horizontal. so you are saying, if you write 138 to vscroll every line, then you would see the same line on each line, so the snes latches the value into its scan line counter when you write to it and doesn't have any offsets.. my tests show a screen th...
by Oziphantom
Tue Feb 18, 2020 7:10 am
Forum: SNESdev
Topic: VScrolll offset by 19
Replies: 3
Views: 242

VScrolll offset by 19

So Mode 3 only BG 1 enabled, and I'm adjusting the VScroll via HDMA. And I updated it each line. To get each line showing the same "line" I decrement VScroll by 1 as it goes down. This is all fine and working. However to select what would be on line 138, I set VScroll to be -119 which is 19 lines of...
by Oziphantom
Sat Feb 08, 2020 7:23 am
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 288
Views: 113807

Re: Mesen-S - SNES Emulator

AHA, the code log persists. Is there an command line option to reset it.
I see that you want it to persists when hacking/reversing, but for dev not so much.
by Oziphantom
Sat Feb 08, 2020 5:23 am
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 288
Views: 113807

Re: Mesen-S - SNES Emulator

The Data/Code detection can't handle code jumping over data it seems
MESEN_codeblockfail.png
Source

Code: Select all

 jmp postData  
SpriteData
.EQU SD_StartXY $8078-$2010
@Stereo
	.DW SD_StartXY ; VH 0x68
	.DB 0  
I have unidentified areas show as data selected in the options.
by Oziphantom
Sat Feb 08, 2020 1:57 am
Forum: Newbie Help Center
Topic: 'H' in Illegal Opcodes?
Replies: 2
Views: 469

Re: 'H' in Illegal Opcodes?

don't use the oxyron docs anymore, they are way out of date and not accurate.

Use https://csdb.dk/release/?id=185341 its the definitive source and has a lot more info.
by Oziphantom
Wed Jan 22, 2020 7:09 am
Forum: Newbie Help Center
Topic: Custom SMB bowser code
Replies: 20
Views: 3034

Re: Custom SMB bowser code

I would think finding the bowser code that sets the scroll lock and changing the LDA # value is probably the easiest.
by Oziphantom
Wed Jan 22, 2020 3:53 am
Forum: Newbie Help Center
Topic: Custom SMB bowser code
Replies: 20
Views: 3034

Re: Custom SMB bowser code

if the first check passes then 2nd bit of code will 100% will fail. If the 2nd one would succeed it won't get there because the first one won't pass any more.

The two values can't be the same and not the same at the same time.
by Oziphantom
Mon Jan 20, 2020 6:33 am
Forum: Newbie Help Center
Topic: RPG Memory Organisation
Replies: 5
Views: 1540

Re: RPG Memory Organisation

define RPG, Zelda or FF? Honestly if its FF oh dear a whole extra 30 clocks is nothing to worry about. Store inventory RAM, but putting the stats of the monsters you are currently fighting into ZP makes sense. If you spend 1/20th or 99% of a black frame doing the copy routine, it is still 1 frame, a...
by Oziphantom
Mon Jan 20, 2020 6:28 am
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 288
Views: 113807

Re: Mesen-S - SNES Emulator

WLA-DX and 64tass would be what I would convert to it. I only looked at the source code for the cc65 format, as I don't use cc65, it looked like it was doing binary with its "extra table, lists" etc.
by Oziphantom
Fri Jan 17, 2020 12:28 am
Forum: SNESdev
Topic: Up-to-date WLA DX binaries
Replies: 39
Views: 76170

Re: Up-to-date WLA DX binaries

Anybody got some 9.10 win binaries?
by Oziphantom
Thu Jan 16, 2020 2:37 am
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 288
Views: 113807

Re: Mesen-S - SNES Emulator

Do you have any plans to add a simpler/other labels support format? CC65 DBG seems to be a incredibly dense binary format that isn't really documented or easy for something that hasn't come from C to build.
by Oziphantom
Mon Nov 25, 2019 2:04 am
Forum: NESdev
Topic: Putting together variable names with macros in cc65
Replies: 15
Views: 6367

Re: Putting together variable names with macros in cc65

That is the wrong version of the code, I must have hit ctrl+V not ctrl+C when I copied the final version..sorry #define WIDE2(x) L##x #define WIDE1(x) WIDE2(x) #define WFILE WIDE1(__FILE__) #define DO_LOG(x,l,f) {WCHAR buffer[512]; \ swprintf_s(buffer, 512, L"%s:%d %s", f, l, WIDE1(x)); \ OutputDebu...
by Oziphantom
Sun Nov 24, 2019 3:10 am
Forum: NESdev
Topic: Putting together variable names with macros in cc65
Replies: 15
Views: 6367

Re: Putting together variable names with macros in cc65

the argument tokens are examined for macro calls, and expanded as necessary, just before insertion This is what you are seeing and what you would expect.. however the bit of text before it Unless the parameter in there placement sequence is preceded by #, or preceded or followed by ##, which is wha...
by Oziphantom
Sat Nov 23, 2019 8:25 am
Forum: NESdev
Topic: Putting together variable names with macros in cc65
Replies: 15
Views: 6367

Re: Putting together variable names with macros in cc65

http://www2.cs.uregina.ca/~hilder/cs833/Other%20Reference%20Materials/The%20C%20Programming%20Language.pdf Page 189 and then 190. the argument tokens are examined for macro calls, and expanded as necessary, just before insertion This is what you are seeing and what you would expect.. however the bit...
by Oziphantom
Sat Nov 23, 2019 3:47 am
Forum: SNESdev
Topic: New Super Mario Land
Replies: 17
Views: 5568

New Super Mario Land

Mario Land, with the "NEW SMB" graphics style on a SNES.. https://archive.org/details/newsupermarioland
It is both terrible and awesome at the same time