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Re: Why is programming taking so dang long for me nowadays?

Posted: Wed Jan 24, 2018 8:15 pm
by 93143
psycopathicteen wrote:If a routine uses a small LUT, I would like to keep it in the same bank as the routine, and be able to access it with short absolute addressing.
Not sure what you're getting at here. Isn't it fairly simple to have the assembler put the LUT in a different bank? Ideally the one you're aiming the data bank register at, which would be in a LoROM region in order to retain access to MMIO and shadow RAM.

I've used the "put the LUT in the code segment and just jump over it" trick before, but it's hardly good practice for a game...

Re: Why is programming taking so dang long for me nowadays?

Posted: Mon Apr 02, 2018 8:07 pm
by psycopathicteen
I'm really close to having a mid level mode-7 switch in my game. I will have to use only 128 tiles during the transition in order to fit the normal tile set in though.

Re: Why is programming taking so dang long for me nowadays?

Posted: Wed Apr 11, 2018 6:04 pm
by jmorgan1993
That's because there are so many updates on the programming world, the competition is too tight and clients are demanding.

Re: Why is programming taking so dang long for me nowadays?

Posted: Thu Apr 26, 2018 5:34 am
by psycopathicteen
Multiplication is really getting on my nerves. Would it have killed them to add a signed 16x16 multiplication?

Re: Why is programming taking so dang long for me nowadays?

Posted: Thu Apr 26, 2018 7:36 pm
by 93143
psycopathicteen wrote:Would it have killed them to add a signed 16x16 multiplication?
You never know with Japan...

http://thekyotoproject.org/english/chion-in/
There is also a coffin constructed of plain wood, Shiraki-no-kan, beneath the statue, which symbolizes the burial place for Gomi Kinuemon and his wife, who killed themselves by the sword to take responsibility of the soaring costs of building such an enormous gate.
It's easy to say they should just have gone full SA-1 from the start, but hindsight is 20:20, 1990 != 1995, and budgets are budgets...

I mean, why doesn't the Switch have a 16 nm SOC with A72 cores and 3 SMs, 6 GB RAM, and analog triggers? (Seriously, though, why doesn't it have analog triggers?)

...

Have you got a couple of free banks for a signed 8x8 lookup table? Or would that not be worth it?

If you really got mad, you could just say **** it and use the MSU1 for a 16x16 lookup table...

Re: Why is programming taking so dang long for me nowadays?

Posted: Fri Apr 27, 2018 12:29 am
by calima
I seem to recall it's easy to emulate signed mult with unsigned.

Re: Why is programming taking so dang long for me nowadays?

Posted: Fri Apr 27, 2018 9:03 am
by Oziphantom
take the EOR of the two values, MSB. Then ABS both, mul, if EOR result is 1, negate the result.

Re: Why is programming taking so dang long for me nowadays?

Posted: Fri Apr 27, 2018 12:09 pm
by psycopathicteen
Specifically, I'm trying to do collision detection with a mode 7 rotating room. I determined that I need at least 10 bits of precision.