NESICIDE
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Re: NESICIDE
If the text box returns the text with CR+LF, and then it's saved to a file opened in text mode, the LF will get converted to CR+LF on Windows, resulting in CR+CR+LF.
Download STREEMERZ for NES from fauxgame.com! — Some other stuff I've done: fo.aspekt.fi
Re: NESICIDE
Yep, it is set. I never changed a thing in that menu.cpow wrote: That's really strange...what do you have set for End-of-Line style in Environment Settings->Code Editor->Whitespace. Do you have "Force consistent" set?
Re: NESICIDE
nottepples wrote:Have you ever made a simple game for the PC or Mac before?
Re: NESICIDE
FLAVIO wrote:nottepples wrote:Have you ever made a simple game for the PC or Mac before?
make examples of a simple game to learn.
- cpow
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Re: NESICIDE
Version 1.035 (windows build only) is out.
ChangeLog:
1. Added mappers 21, 22, 23, 24, 25, and 26. No extra sound support yet on 24 or 26, although the registers are viewable in the Mapper Memory inspector.
2. Added turbo controller support. Thanks Eugene.S for the suggestion and OGR for the graphic.
3. Made an attempt at CR+LF line-ending correction based on Jsolo's bug report. This might need more work but I'm waiting on a new snapshot build from Phil to correct the problem with annotations and scrollbar height.
Depending on how quick things go in, next release will have sound support for mappers 24 and 26, and hopefully mapper 85 [VRC7].
ChangeLog:
1. Added mappers 21, 22, 23, 24, 25, and 26. No extra sound support yet on 24 or 26, although the registers are viewable in the Mapper Memory inspector.
2. Added turbo controller support. Thanks Eugene.S for the suggestion and OGR for the graphic.
3. Made an attempt at CR+LF line-ending correction based on Jsolo's bug report. This might need more work but I'm waiting on a new snapshot build from Phil to correct the problem with annotations and scrollbar height.
Depending on how quick things go in, next release will have sound support for mappers 24 and 26, and hopefully mapper 85 [VRC7].
- cpow
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Re: NESICIDE
Dang...already got the VRC6 audio working. Akumajou Densetsu sounds awesome as hell!cpow wrote: Depending on how quick things go in, next release will have sound support for mappers 24 and 26, and hopefully mapper 85 [VRC7].
That was easy. Oh well. I guess I'll wait 'til at least tomorrow to make sure the Qscintilla annotation and CR+LF bugs get fixed before doing 1.036.
- cpow
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Re: NESICIDE
Version 1.036 (windows build only) is out.
Also, I hear hyarion is able once again to make OSX builds...
ChangeLog:
1. Added mappers 18, 19, 210.
2. Added sound to mappers 24, 26, and 19.
3. Fixed turbo controller issues reported by Eugene.S.
4. Updated to latest Qscintilla2 snapshot which fixes the annotations vs. scroll-bar height problem in mixed-mode C source files.
Just a general note...while implementing mapper 19 I thought I'd start implementing deep internal state inspection for things like the sound channels so the internal state of the sound channels could be seen. But then I decided that I'd hold off on that, since I don't know but I'd guess that nobody uses mapper 19 [Namco 106] as a homebrew dev platform. So, as a more general note I think what I'll do with the remaining mapper implementations -- the ones I don't even support yet, but I'm adding as time goes by -- is add support for viewing their *register* internal state [Debugger->Cartridge->Mapper Memory] but not necessarily their deep internal state. For an example of what I mean, load any MMC1, MMC2, or MMC3 game [or, indeed, tepples' mapper 28], open the Debugger->Cartridge->Information debugger, and select the "Internals" tab.
I'll gladly take requests for mapper support or deep internal state inspector capabilities for any mapper that anyone is using as a homebrew dev platform that I don't currently support or have deep internal state inspection for.
Let me know, here or in PM. Thanks.
Also, I hear hyarion is able once again to make OSX builds...
ChangeLog:
1. Added mappers 18, 19, 210.
2. Added sound to mappers 24, 26, and 19.
3. Fixed turbo controller issues reported by Eugene.S.
4. Updated to latest Qscintilla2 snapshot which fixes the annotations vs. scroll-bar height problem in mixed-mode C source files.
Just a general note...while implementing mapper 19 I thought I'd start implementing deep internal state inspection for things like the sound channels so the internal state of the sound channels could be seen. But then I decided that I'd hold off on that, since I don't know but I'd guess that nobody uses mapper 19 [Namco 106] as a homebrew dev platform. So, as a more general note I think what I'll do with the remaining mapper implementations -- the ones I don't even support yet, but I'm adding as time goes by -- is add support for viewing their *register* internal state [Debugger->Cartridge->Mapper Memory] but not necessarily their deep internal state. For an example of what I mean, load any MMC1, MMC2, or MMC3 game [or, indeed, tepples' mapper 28], open the Debugger->Cartridge->Information debugger, and select the "Internals" tab.
I'll gladly take requests for mapper support or deep internal state inspector capabilities for any mapper that anyone is using as a homebrew dev platform that I don't currently support or have deep internal state inspection for.
Let me know, here or in PM. Thanks.
Re: NESICIDE
A bunch of Japanese NSF composers apparently do, if by "106" you mean the common misnomer for 163. But then it's hypothesized that all of a channel's state is stored in the mapper's 128-byte SRAM.cpow wrote:I'd guess that nobody uses mapper 19 [Namco 106] as a homebrew dev platform.
(Side note: 128 byte SRAM? Was it prototyped with a RIOT pulled from an Atari 2600 out of frustration over the bad Pac-Man port? I wonder how many macrocells it'd take to implement N163 audio on a CPLD + SRAM.)
- cpow
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Re: NESICIDE
tepples wrote:A bunch of Japanese NSF composers apparently do, if by "106" you mean the common misnomer for 163. But then it's hypothesized that all of a channel's state is stored in the mapper's 128-byte SRAM.cpow wrote:I'd guess that nobody uses mapper 19 [Namco 106] as a homebrew dev platform.
(Side note: 128 byte SRAM? Was it prototyped with a RIOT pulled from an Atari 2600 out of frustration over the bad Pac-Man port? I wonder how many macrocells it'd take to implement N163 audio on a CPLD + SRAM.)
That's what I mean...not sure where N163 comes from.Disch's mapper docs, 019.txt wrote: ========================
= Mapper 019 =
= + 210 =
========================
aka
--------------------------
Namcot 106
N106
You are correct all the internal state is in the 128 byte SRAM. I was just saying that I hadn't yet put anything in NESICIDE to show that SRAM. If there's a user that wants it I'll add it.
You bring up a good point, though. I don't support NSF...yet. Nobody's asked.
Last edited by cpow on Thu Dec 06, 2012 9:32 am, edited 1 time in total.
Re: NESICIDE
I think the actual chip is marked 163, and 106 might have been a typo that got spread far and wide. Can anyone dig up the old forum discussion about 106 vs. 163?
Re: NESICIDE
Cpow. Try to listen Akumajou Densetsu VRC6.
Tune1 - Beginning (without DMC channel)
Tune1 - Beginning (with DMC channel)
DMC is very bad.
Tune1 - Beginning (without DMC channel)
Tune1 - Beginning (with DMC channel)
DMC is very bad.
- mikejmoffitt
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Re: NESICIDE
I'll check my rolling thunder!tepples wrote:I think the actual chip is marked 163, and 106 might have been a typo that got spread far and wide. Can anyone dig up the old forum discussion about 106 vs. 163?
Aww.
Which carts aren't glop-tops?
- cpow
- NESICIDE developer
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Re: NESICIDE
Happy Holidays! Enjoy this preview release of hopefully many more UI and project management enhancements to come, thanks mostly to contributions from JSolo [both in actual code and in feedback/idea exchanges].
Version 1.037 (windows build only) is out.
ChangeLog:
1. Updated to QScintilla2 version 2.7.0 release.
2. The UI is now "mode based". There is a "Coding mode" and a "Debugging mode". Coding mode is intended to free up the majority of the UI for space for code documents. Debugging mode is intended to remember the prior state of debugger windows. Coding mode is sort of like "show desktop" in Windows, I guess.
3. Project Browser now has an Open Items section for easier context switching.
4. Search (Ctrl+Shift+F) dialog has been moved into the Output Pane. Output Pane is hidden unless explicitly opened (with buttons accessible in the status bar), as opposed to having it annoyingly pop open.
5. Search bar (Ctrl+F) now includes replace functionality.
6. Files can be syntax highlighted as C or assembly based on their extension.
7. Double clicking on a symbol in the symbol watch window will open a memory window to its address.
8. Context menus for Project Browser redone.
9. Breakpoints can have an exclusive/inclusive mask set on the address and data fields. Exclusive is non-one-mask bits must be zero. Inclusive is non-one-mask bits are don't care.
10. Added EEPROM support to mapper 16.
Version 1.037 (windows build only) is out.
ChangeLog:
1. Updated to QScintilla2 version 2.7.0 release.
2. The UI is now "mode based". There is a "Coding mode" and a "Debugging mode". Coding mode is intended to free up the majority of the UI for space for code documents. Debugging mode is intended to remember the prior state of debugger windows. Coding mode is sort of like "show desktop" in Windows, I guess.
3. Project Browser now has an Open Items section for easier context switching.
4. Search (Ctrl+Shift+F) dialog has been moved into the Output Pane. Output Pane is hidden unless explicitly opened (with buttons accessible in the status bar), as opposed to having it annoyingly pop open.
5. Search bar (Ctrl+F) now includes replace functionality.
6. Files can be syntax highlighted as C or assembly based on their extension.
7. Double clicking on a symbol in the symbol watch window will open a memory window to its address.
8. Context menus for Project Browser redone.
9. Breakpoints can have an exclusive/inclusive mask set on the address and data fields. Exclusive is non-one-mask bits must be zero. Inclusive is non-one-mask bits are don't care.
10. Added EEPROM support to mapper 16.
- cpow
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Re: NESICIDE
bunnyboy on #nesdev asked for a feature to breakpoint whenever an APU channel DAC hits a specified value.
NESICIDE v1.038 windows installer.
NESICIDE dependencies windows installer.
I had to split the package in two to fit google project page's 20MB upload limit...but it made a bit of sense to do so anyway because the dependencies don't change that much.
The breakpoint feature [not sure if anyone else will find it useful] is accessed selecting "APU Event" as the breakpoint type when adding a breakpoint, then selecting one of the events for DAC value, then providing the DAC value you are wanting to break on.
Please note...this build includes a Windows version of the Qt FamiTracker port that I've been working on. It is not yet properly integrated into NESICIDE thus the menu bar, tool bar, and status bar are a bit gunked up.
Tepples...if you're so inclined perhaps you could try the Windows FamiTracker Qt build in WINE? See if you get the same performance...
NESICIDE v1.038 windows installer.
NESICIDE dependencies windows installer.
I had to split the package in two to fit google project page's 20MB upload limit...but it made a bit of sense to do so anyway because the dependencies don't change that much.
The breakpoint feature [not sure if anyone else will find it useful] is accessed selecting "APU Event" as the breakpoint type when adding a breakpoint, then selecting one of the events for DAC value, then providing the DAC value you are wanting to break on.
Please note...this build includes a Windows version of the Qt FamiTracker port that I've been working on. It is not yet properly integrated into NESICIDE thus the menu bar, tool bar, and status bar are a bit gunked up.
Tepples...if you're so inclined perhaps you could try the Windows FamiTracker Qt build in WINE? See if you get the same performance...