Search found 8 matches
- Tue Feb 26, 2019 5:18 pm
- Forum: SNESdev
- Topic: Need some tips for a demo
- Replies: 37
- Views: 23336
Re: Need some tips for a demo
so if your code runs out of $C0-FF then sta $2118 will do nothing (while sta $002118 would work fine) That's exactly what I understood from Tepples last post. thanks for confirming. And after reading your post, I've understood DP :) I would love to attach pictures showing you the topologies I think...
- Tue Feb 26, 2019 3:36 pm
- Forum: SNESdev
- Topic: Need some tips for a demo
- Replies: 37
- Views: 23336
Re: Need some tips for a demo
This is a "slow but safe" routine. It can optimised in several different ways -- examples: not using long addressing when writing to $2118 (only will work in mode 20/LoROM), setting DB=$7F and then using absolute addressing for WRAM reads, switching DB=$00 and using absolute addressing fo...
- Mon Feb 25, 2019 2:37 pm
- Forum: SNESdev
- Topic: Need some tips for a demo
- Replies: 37
- Views: 23336
Re: Need some tips for a demo
You don't *have* to use DMA for these updates/writes, of course! It may make more sense to use DMA just for horizontal panning situations, and to do the $2118/2119 writes yourself natively for vertical panning situations Oh ok, I was under the assumption one should never copy data manually because ...
- Sun Feb 24, 2019 10:18 am
- Forum: SNESdev
- Topic: Need some tips for a demo
- Replies: 37
- Views: 23336
Re: Dealing with large worlds/maps, screen panning
Thank you Koitsu for asking for help on my behalf :) Your last two paragraphs in this post start to touch base on that, and is super helpful. Yes, it was super helpful :) (and as for the gif, at first I wanted to link that same exact one, but decided to make my own picture) I posted a reply to the o...
- Sun Feb 24, 2019 9:49 am
- Forum: SNESdev
- Topic: Need some tips for a demo
- Replies: 37
- Views: 23336
Re: Need some tips for a demo
It looks like you're trying to figure out how to push the data at the seam, represented by paw blocks in this animation Yes, that's exactly it. I know how to write a new row of tile where I want to, but what I'm trying to figure out, is how to write a column. Technically, I think I could already im...
- Sat Feb 23, 2019 3:30 pm
- Forum: SNESdev
- Topic: Need some tips for a demo
- Replies: 37
- Views: 23336
Re: Need some tips for a demo
I still can't wrap my head around backgroud scrolling. I've observed how some games work with bsnes debugger and memory editor. What I've observed is, when the character moves, the BG scroll AND portions of the tilemap in the vram gets replaced with some other portion of tilemaps from the rom. I can...
- Fri Feb 15, 2019 11:35 am
- Forum: SNESdev
- Topic: Need some tips for a demo
- Replies: 37
- Views: 23336
Re: Need some tips for a demo
Thanks everyone for your answers, sorry for not mentioning which assembler I was using. What I'm wondering is: why do they bother you when you say "it's rather painful and ugly". Maybe if you could explain what you mean by that, and what you think wouldn't be painful/ugly, it would help? I...
- Thu Feb 14, 2019 2:48 pm
- Forum: SNESdev
- Topic: Need some tips for a demo
- Replies: 37
- Views: 23336
Need some tips for a demo
Hello, So I've been working on SNES demo for a while, and it's working somewhat well right now. I can move the sprite from one border to the other, it's animated, and the background is scrolling. Now, I don't know if anything I've done is best practice (and I think it certainly isn't). Maybe someone...