Search found 123 matches
- Sun Apr 10, 2022 7:33 pm
- Forum: SNESdev
- Topic: The SNESdev documentation project
- Replies: 37
- Views: 4147
The SNESdev documentation project
I've decided to document the Super Nintendo registers from a programmer's perspective. Most of the existing register documents appear to be written from the perspective of an emudev and (in my opinion) do not describe why a SNESdev programmer would want to use these registers. I intend to document e...
- Wed Feb 17, 2021 5:50 am
- Forum: SNESdev
- Topic: Errors with INIDISP
- Replies: 25
- Views: 14720
Re: Errors with INIDISP
I've uploaded my latest test ROMs to github and posted an Imgur album of the tests on my 3-chip Super Famicom Console . The tests for the INIDISP glitch are hdma-2100-*.sfc , hdma-21ff-*.sfc , inidisp_d7_glitch_test.sfc and inidisp_hammer_*.sfc . The following tests do not glitch: hdma-2100-glitch-2...
- Tue Nov 14, 2017 5:47 pm
- Forum: SNESdev Homebrew Projects
- Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
- Replies: 58
- Views: 33501
Re: Superfeather Game Engine v0.5 "Flying Kobold"
This is awesome, we need more SNES homebrew code in the wild. I've read through the code and understand how the engine works. I love the simplicity of this engine (unlike mine which is a little all over the place). I hope you keep it up as the engine expands. I did have a bit of trouble recognising ...
- Sat Apr 29, 2017 11:08 pm
- Forum: SNESdev
- Topic: Super NES EMULATOR SE dev question
- Replies: 32
- Views: 14627
Re: Super NES EMULATOR SE dev question
I attached the updated code and ISX/ROM files. Could you confirm it works on your QUICKDEV? The updated PROG.ROM works perfectly on my Quickdev16. HEAD.S specifies Mode 21 (HiROM) but the ROM is only half a bank in size and expects to be loaded from $8000.... I looked at the SD2SNES source code and...
- Sat Apr 29, 2017 10:45 am
- Forum: SNESdev
- Topic: Super NES EMULATOR SE dev question
- Replies: 32
- Views: 14627
Re: Super NES EMULATOR SE dev question
I don't understand the second point however. Could you explain? When down is pressed it loads green into CGDATA (at color 0) and the Accumulator is set to 3. The Accumulator (3) is then bit tested with JOYH_LEFT (2), which always passes, so blue is also loaded into CGDATA (at colour 1). To fix this...
- Sat Apr 29, 2017 1:03 am
- Forum: SNESdev
- Topic: Rotating BIG sprites
- Replies: 24
- Views: 10879
Re: Rotating BIG sprites
Looking good.
EDIT: The rotations look a lot nicer on my CRT TV then on a SNES emulator. I can barely see the tearing on my PAL SNES+CRT TV.
EDIT: The rotations look a lot nicer on my CRT TV then on a SNES emulator. I can barely see the tearing on my PAL SNES+CRT TV.
- Sat Apr 29, 2017 12:54 am
- Forum: SNESdev
- Topic: Super NES EMULATOR SE dev question
- Replies: 32
- Views: 14627
Re: Super NES EMULATOR SE dev question
I attached the source and the binary files for those interested by. Nice, It's great to see another person try their hand at programming a Super Nintendo. I've tried running your ROM on my PAL SNES and it only showed a white screen. Tracing the code through bsnes-plus I discovered your NMI routine ...
- Wed Feb 17, 2016 2:07 am
- Forum: SNESdev
- Topic: How Do You Code BG Collision?
- Replies: 17
- Views: 6030
Re: How Do You Code BG Collision?
I found this document helpful in describing the various sections of a map: http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/ Isn't it like you load the object's x position, divide it by the width of each block to find the starting block, and also divide the hitbox w...
- Wed Feb 17, 2016 1:26 am
- Forum: SNESdev
- Topic: Dealing with Variables in Ram That Are Only Used in One Area
- Replies: 13
- Views: 5430
Re: Dealing with Variables in Ram That Are Only Used in One
Yeah, I think I'm just going to name it something that tells me it's not specific to anything, like the name I said earlier. I'll probably just put a comment at the beginning of the code that says what the different variables are being used for. The reason I don't want to name them is because I'll ...
- Tue Feb 16, 2016 9:24 pm
- Forum: SNESdev
- Topic: Dealing with Variables in Ram That Are Only Used in One Area
- Replies: 13
- Views: 5430
Re: Dealing with Variables in Ram That Are Only Used in One
Currently I am reusing temporary variables with a module's routines but not globally like tokumaru. The variables are word sized, named tmp1 to tmp N , and are declared at the start of a module. Inside the routine (which is encased in a proc) I rename them to tmp_<name>, so I can easily scan to see ...
- Fri Feb 12, 2016 9:40 pm
- Forum: SNESdev
- Topic: 2bpp bullet rendering
- Replies: 58
- Views: 15937
Re: 2bpp bullet rendering
Add 1 cycle for indexing across page boundaries, or write, or X=0 Do they mean X=0 as in the status register bit that controls the size of the index registers? So does that mean that it always take an extra cycle when the index registers are 16-bit? Yes, that extra cycle always occurs when the Inde...
- Thu Feb 11, 2016 9:56 pm
- Forum: SNESdev
- Topic: 2bpp bullet rendering
- Replies: 58
- Views: 15937
Re: 2bpp bullet rendering
I seriously never knew that. Surprisingly the long index addressing doesn't have a similar limitation. I wonder if that was just something left over from the 6502, because I don't see why a CPU with a 16-bit ALU would need to do that. It is because absolute index addressing can increment the bank w...
- Thu Feb 11, 2016 12:14 am
- Forum: SNESdev
- Topic: 2bpp bullet rendering
- Replies: 58
- Views: 15937
Re: 2bpp bullet rendering
Nice.psycopathicteen wrote:This is 256 bullets moving at 20fps.
The movements are smoother than I expected them to be.
Are you going to do more with this?
- Wed Feb 10, 2016 12:32 am
- Forum: SNESdev
- Topic: 2bpp bullet rendering
- Replies: 58
- Views: 15937
Re: 2bpp bullet rendering
That's already 8 pixels in ~20 cycles. I'm not too sure if that's enough though. Umm, according to the bsnes/higan source it would be 24 cycles if the Accumulator & Index registers are 16 bits long. Anyway, I thought about coding a bullet hell game. Let me find my notes. There would be 2 buffer...
- Tue Feb 02, 2016 10:53 pm
- Forum: SNESdev
- Topic: Looking for a beta reader
- Replies: 10
- Views: 4878
Re: Looking for a beta reader
Are you thinking of adding a "half row of sprites" option in the future? I'm not saying you need to, I just find it strange you can't have a 32x32 sprite without having to have another, but I understand if you don't want it to be overly complicated, at least for now. The main reason I did...