Search found 226 matches

by za909
Sun Apr 14, 2019 4:40 am
Forum: Newbie Help Center
Topic: Increasing x_pos by 4, but sprite can move outside of grid?
Replies: 12
Views: 8725

Re: Increasing x_pos by 4, but sprite can move outside of gr

If you want easy rectangular hitboxes, try to limit the fastest speed anything can go at to be less than the smallest length of any hitbox's side. Otherwise, like mentioned before, objects may pass through other objects if they go too fast (in one frame the object is to the left of something, and in...
by za909
Fri Apr 12, 2019 11:31 am
Forum: NESdev
Topic: How many times can the NES change scrolling in a frame?
Replies: 57
Views: 37200

Re: How many times can the NES change scrolling in a frame?

Something that always gets on my nerves is when people see raster effects on the SNES, they think it's either "mode 7" or the "FX chip". There seems to be this false myth out there that "the SNES can't do anything special without outside help", but then again, I think the opposite is also true wher...
by za909
Thu Apr 11, 2019 11:39 pm
Forum: NESdev
Topic: Namespacing symbols used by an ASM6 library
Replies: 18
Views: 24919

Re: Namespacing symbols used by an ASM6 library

Since my ASM6 projects are rarely that big, I tend not to use any kind of scope prefix if the variables or constants are unique enough. Why would I prefix a musical note constant if I know there really is no reason to name anything else in the project a "D_2" or anything similar. So my custom music ...
by za909
Wed Apr 10, 2019 1:57 am
Forum: NES Music
Topic: Best soundtrack?
Replies: 57
Views: 47042

Re: Best soundtrack?

It's hard, because my "technically superior, therefore, better" glasses are blinding me to a lot of well-composed but technically not as interesting soundtracks. I think Megaman 2 is a great example of that. Great tunes, but kind of generic instrumentation. Then again, it's kind of unfair to compare...
by za909
Wed Apr 10, 2019 1:45 am
Forum: Other Retro Dev
Topic: PC Engine specifics
Replies: 21
Views: 27096

Re: PC Engine specifics

It would make sense though, because there is probably some kind of internal "buffer register" to hold some of the operands, as there are 6 bytes that need to be kept track of. My guess is that the source, destination and length are likely stored in a combination of these buffers and X & Y, and then ...
by za909
Tue Apr 09, 2019 12:02 am
Forum: NESdev
Topic: How many times can the NES change scrolling in a frame?
Replies: 57
Views: 37200

Re: How many times can the NES change scrolling in a frame?

Now instead of a terminology / semantics war, I'd personally like to think about doing an Atari 2600-like manual, CPU-driven image display. Using the scroll registers would be the way to draw the colours you want. It wouldn't provide anything terribly practical because of how fast the PPU pixel cloc...
by za909
Mon Apr 08, 2019 2:59 am
Forum: General Stuff
Topic: What have you learnt most from programming in assembly?
Replies: 28
Views: 23873

Re: What have you learnt most from programming in assembly?

I'd had no programming knowledge other than a few classes of "Comenius Logo" or whatever it was called, before I started learning 6502 assembly. I have to say that the first thing people notice in my higher-level code is that it's absolutely filled with comments to the point that almost every line h...
by za909
Thu Apr 04, 2019 12:01 am
Forum: General Stuff
Topic: Inferiority complex?
Replies: 10
Views: 7592

Inferiority complex?

Hi all, I have just read through this post , and it made me question my behavior in the process. When I was relatively new to the forums I had an immense inferiority complex that has somewhat disappeared, although I still see myself as someone who doesn't quite belong due to my non-existent programm...
by za909
Tue Mar 26, 2019 12:41 am
Forum: Other Retro Dev
Topic: PC Engine specifics
Replies: 21
Views: 27096

Re: PC Engine specifics

I have since fixed most of the issues + added a bit of code to manually force instructions for which the operand would fall within the PCE's zero page to be looked up again and have their operand truncated to its low 8 bits before being emitted to the output file. I'll have to put a bit more time in...
by za909
Sat Mar 23, 2019 2:11 am
Forum: NES Music
Topic: APU: volume and... envelope? ^^;;;
Replies: 35
Views: 30346

Re: APU: volume and... envelope? ^^;;;

I think there is still some use for the linear counter, even in an all-software environment because it lets you do something that software would normally be unable to do, which is to play those very short triangle bursts. Since my sound engine rewrites all three triangle registers every frame I have...
by za909
Thu Mar 21, 2019 1:11 am
Forum: NES Music
Topic: Blargg's saw wave DPCM IRQ demo in NSF2
Replies: 1
Views: 8226

Re: Blargg's saw wave DPCM IRQ demo in NSF2

This is quite a significant development. The implementation of the things like SuperNSF and Deflemask drivers could become much better organized by using the cycle-IRQ feature.
by za909
Wed Mar 20, 2019 2:57 am
Forum: Other Retro Dev
Topic: PC Engine specifics
Replies: 21
Views: 27096

Re: PC Engine specifics

This would be nice; I tried to do this a few years back but got hung up on some things. As for merging it into asm6f, I wouldn't be against it, but a decent way to set the target would be needed. (Probably best discussed elsewhere when the time comes.) That is basically why I said "soon", but didn'...
by za909
Mon Mar 18, 2019 2:31 pm
Forum: Other Retro Dev
Topic: PC Engine specifics
Replies: 21
Views: 27096

Re: PC Engine specifics

Thanks for the replies, I will see what I can get out of the audio knowing the fact that there really isn't a good way to avoid that phase misalignment... (except for that 1 in 32 chance where it will like up perfectly with the wave phase). I have since made a small fork of the open source ASM6 to s...
by za909
Thu Mar 14, 2019 12:44 am
Forum: Other Retro Dev
Topic: PC Engine specifics
Replies: 21
Views: 27096

Re: PC Engine specifics

Dear all, thank you for the responses, they are all extremely helpful, so I need to make sure to save these specifics for the future, especially the transfer instructions clobbering the X and Y registers, which I would've no doubt run into otherwise. I wouldn't be surprised if ST0, ST1, and ST2 clob...
by za909
Sun Mar 10, 2019 4:08 am
Forum: Other Retro Dev
Topic: PC Engine specifics
Replies: 21
Views: 27096

PC Engine specifics

Hi, I have a growing interest in working with the PC Engine, and having read the most common documentation out there (MagicKit, MagicEngine, etc.) I have a few fairly specific questions that I could not find the answers to. I suspect that the system has not been torn to shreds as much as the NES, so...