Search found 123 matches

by UnDisbeliever
Thu Jun 04, 2015 12:42 am
Forum: SNESdev
Topic: Castle Platformer - completed - would like feedback
Replies: 34
Views: 10714

Re: Castle Platformer - completed - would like feedback

Castle Platformer is now completed and tested on a real SNES. This release is only a tech demo, it only consists of 4 levels. I had difficulty designing levels that worked within a major design flaw of the engine. http://undisbeliever.net/files/2015-06/CP-Real-SNES-small.jpeg Download Please let me ...
by UnDisbeliever
Sat May 30, 2015 5:40 pm
Forum: SNESdev
Topic: "Animation engine" idea help.
Replies: 83
Views: 17180

Re: "Animation engine" idea help.

I thought of one other thing though. If you could somehow make it to where all the 32x32 sprites went before the 16x16 ones, you could potentially condense vram more so you could store more things, because the 16x16 will just look for the first thing that's available, and not what fits the 32x32s. ...
by UnDisbeliever
Sat May 30, 2015 2:50 am
Forum: SNESdev
Topic: How fast are you people at programming?
Replies: 41
Views: 11669

Re: How fast are you people at programming?

According to git I'm coding at about 600 lines of assembly a week. I could probably code faster, but I'm more focused on how the code interacts with the system then just typing out code. Most of my informal projects go through a lot of refactoring. The subsystems and data-structures keeps changing. ...
by UnDisbeliever
Fri May 29, 2015 10:12 pm
Forum: SNESdev
Topic: drawing a 24x24 sprite
Replies: 12
Views: 3974

Re: drawing a 24x24 sprite

I imagine that having to process those sprites is a bigger issue (due to the MSB of the horizontal coordinate and the sprite size bit, ugh dammit Nintendo, why not just use words where not all bits are stored? - OAM is on-chip rather than on VRAM, right?) True, but either way less Objects means les...
by UnDisbeliever
Fri May 29, 2015 7:23 pm
Forum: SNESdev
Topic: drawing a 24x24 sprite
Replies: 12
Views: 3974

Re: drawing a 24x24 sprite

I just thought of this. You can make a 24x24 sprite by overlapping 2 16x16 sprites across from each other, and filling the remaining 2 corners with 8x8 sprites. You just thought of that? There will be a little additional overdraw, but oh well. But it saves two whole Objects and the cost is pretty m...
by UnDisbeliever
Sun May 24, 2015 2:22 pm
Forum: SNESdev
Topic: "Animation engine" idea help.
Replies: 83
Views: 17180

Re: "Animation engine" idea help.

Well the macro code I wrote is designed for plain 6502, so it doesn't change register widths, not sure if a register was in 16 bit mode how it would affect the outcome of the flags and branches. I have to read more about 65816. The primary issues were things like this eor #$80 ; toggle negative bit...
by UnDisbeliever
Sun May 24, 2015 2:00 pm
Forum: SNESdev
Topic: Castle Platformer - completed - would like feedback
Replies: 34
Views: 10714

Re: Castle Platformer - would like feedback

For those interested, here is a graph of the CPU usage throughout a 96 second play test. How did you this diagram? My game-loop calls Screen__WaitFrame once at the end of every frame. Knowing that I start CPU logging (with squelching off) on the SNES9x debugger. Then I grep the log and display only...
by UnDisbeliever
Sun May 24, 2015 2:54 am
Forum: SNESdev
Topic: Castle Platformer - completed - would like feedback
Replies: 34
Views: 10714

Re: Castle Platformer - would like feedback

Entity Animation subsystem is now completed: http://undisbeliever.net/files/2015-05/CP_05_Animated.png Download. Release Notes: Walkers can be killed when stomped on by the player. Entities are only processed if they are on screen (saving 60 scanlines). Entity tiles/palette are loaded into VRAM/CGRA...
by UnDisbeliever
Tue May 19, 2015 6:07 pm
Forum: SNESdev
Topic: "Animation engine" idea help.
Replies: 83
Views: 17180

Re: "Animation engine" idea help.

Ah, I see :oops:. No, it's really my fault for not being specific enough. (Both are what I guess you'd call "transfer types". :? Maybe we could call 16x16 and 32x32 "types", and the other thing "modes".) I'm also having an off day explaining things. The fastest way (kn...
by UnDisbeliever
Tue May 19, 2015 5:47 pm
Forum: SNESdev
Topic: "Animation engine" idea help.
Replies: 83
Views: 17180

Re: "Animation engine" idea help.

Espozo wrote:By transfer type, I meant 16x16 and 32x32 sprites. You are right in that I'm only using DMA mode 1, SNES -> PPU, increment, VMDATA word writes.
Ah, I see :oops:.

Still your fastest method is to have two transfer types in your VBlank (DMA) routine, just test the size and branch as needed.
by UnDisbeliever
Tue May 19, 2015 5:26 pm
Forum: SNESdev
Topic: "Animation engine" idea help.
Replies: 83
Views: 17180

Re: "Animation engine" idea help.

Espozo wrote:I meant on the DMA side of things, like increment and stuff. If you look at the code I posted, I have it to where there are two transfer types.
Your going to have to point it out to me. I only see DMA mode 1, SNES -> PPU, increment, VMDATA word writes. Nothing about a different DMA mode there.
by UnDisbeliever
Tue May 19, 2015 5:14 pm
Forum: SNESdev
Topic: Question on tile animation
Replies: 53
Views: 14844

Re: Question on tile animation

I don't think I quite got the grasp of this dma. I wanted to see if I could load my tile table at $80:9000, but it seems to load the entire bank from $8000-$FFFF. I cant pinpoint if the loading is starting at $9000 and is overlapping back to $8000, or, if it's really starting at $8000. Also when th...
by UnDisbeliever
Tue May 19, 2015 4:35 pm
Forum: SNESdev
Topic: Feasibility of making a good Doom port on the SNES?
Replies: 50
Views: 13533

Re: Feasibility of making a good Doom port on the SNES?

Agreed. Xbone and PS4 are basically the same thing under the hood, and even game wise. Things have become increasingly bleak in an indescribable way. One thing I never got about the Xbone and the PS4 is that the hardware isn't anything amazing, but they charge a fairly hefty amount for what it is. ...
by UnDisbeliever
Tue May 19, 2015 4:16 pm
Forum: SNESdev
Topic: "Animation engine" idea help.
Replies: 83
Views: 17180

Re: "Animation engine" idea help.

I use the Type byte to handle either one row being uploaded (8px tiles) or two (16px tiles). I decided not to use Size to detemine that as it allows me to upload multiple tile together. So I should be fine with just that transfer type? Kinda, the fastest way to do it is to have two transfer types (...
by UnDisbeliever
Tue May 19, 2015 4:04 pm
Forum: SNESdev
Topic: "Animation engine" idea help.
Replies: 83
Views: 17180

Re: "Animation engine" idea help.

You're saying that you want to have it to where the tiles for the top and the tiles for the bottom of a sprite are spread out? Yeah, currently 16x16 tiles are spread out so the bottom half is 512 bytes after the top half (for simplicity - like in VRAM). In the future I may code a sprite editor app ...