SNES programming Videos

Discussion of hardware and software development for Super NES and Super Famicom. See the SNESdev wiki for more information.

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Nikku4211
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Re: SNES programming Videos

Post by Nikku4211 »

calima wrote: Sun May 16, 2021 10:04 am What about you? Spent these months practicing and going to kick ass once it starts?
Most likely not. I'm too lazy to do anything, especially in a jam, even if I have an entire 3 months. Plus, I'm too much of a beginner at SNES ASM (and SNES C) to be able to code a game of any kind.

Even then, at least I won't submit a spam submission.
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.
Oziphantom
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Re: SNES programming Videos

Post by Oziphantom »

psycopathicteen wrote: Sun May 16, 2021 9:17 am
Oziphantom wrote: Sat May 15, 2021 8:47 am https://youtu.be/8YowrDT9cB8 Episode 5 - Sprites is ready
Basic introduction on how and why to set them offscreen.
Few coding tips to deal with them
I look at Sprite tile allocation methods
And for the experienced SNES developer explain the Reverse Stack Sprite Allocator - for those whom like to code with SWAG and for Speed.
If you include the $2180 ram port, you can make it the 5th address register.

SP for OAM
$2180 for HiOAM
DP for object pointer
X for metasprite information
Y for dynamic sprite CHR allocation tables
Its a great idea but you can't ROR 2180, well you can but it won't do what you think it does ;)

DP for HiOAM
$2180 for object pointer

would work though. If you stack your code and data to handle pure sequential reading
psycopathicteen
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Re: SNES programming Videos

Post by psycopathicteen »

You can use a temp register for hioam, and just feed $2180 a new byte every 4 sprites.
Oziphantom
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Re: SNES programming Videos

Post by Oziphantom »

psycopathicteen wrote: Mon May 17, 2021 9:42 am You can use a temp register for hioam, and just feed $2180 a new byte every 4 sprites.
That avoid the DP update and issues, and you can move them out of the Shared RAM which might be nice.
It would be nice if there was a ROM port


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https://youtu.be/vbw0Fp5fqtE Best practices to follow to not fall afoul of the 65816's many traps.
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dougeff
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Re: SNES programming Videos

Post by dougeff »

It would be helpful if there was a text version of the code you put in the videos.
nesdoug.com -- blog/tutorial on programming for the NES
Oziphantom
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Re: SNES programming Videos

Post by Oziphantom »

You're right I forgot to push the OAM code, I've updated https://github.com/oziphantom/ElementsSnesEngine
Thanks for reminding me.

Do you think having the "neg" and other tricks is worth having?
Oziphantom
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Re: SNES programming Videos

Post by Oziphantom »

A new series that will cover the powerful features of the assembler I use in the SNES tutorials https://youtu.be/4gwOWiWhKC8
Oziphantom
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Re: SNES programming Videos

Post by Oziphantom »

Video 7 VRAM Allocation https://youtu.be/2wr-WiLn0cg
psycopathicteen
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Re: SNES programming Videos

Post by psycopathicteen »

The sprite vram is only 128x256 pixels large, not 128x512 pixels large.
Oziphantom
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Re: SNES programming Videos

Post by Oziphantom »

Thanks, for some stupid reason I used 2bit not 4bit in my maths.. sigh..
Oziphantom
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Re: SNES programming Videos

Post by Oziphantom »

SNES video 8 - setting up DMA buffers to push your VRAM updates https://youtu.be/tXEzh3yL8nY
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dougeff
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Re: SNES programming Videos

Post by dougeff »

Re: your github and YouTube

Code without a license is considered all rights reserved, no part can be copied or reproduced without explicit permission of the copyright holder.

So, I'm asking explicitly, can I copy parts of your code for another github project(s), which have MIT licenses, and I will give you credit for it?
nesdoug.com -- blog/tutorial on programming for the NES
Oziphantom
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Re: SNES programming Videos

Post by Oziphantom »

Sorry though I put a license on the repository.

You are free to use and copy the code as you see fit for any purpose. Crediting me is optional.
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dougeff
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Re: SNES programming Videos

Post by dougeff »

thanks
nesdoug.com -- blog/tutorial on programming for the NES
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