Search found 24 matches
- Tue May 21, 2019 12:15 pm
- Forum: SNESdev
- Topic: [SOLVED] Any tutorials on how to add music to a SNES game?
- Replies: 12
- Views: 15191
Re: [SOLVED] Any tutorials on how to add music to a SNES gam
Ah thanks for pointing that out, I downloaded it and updated my own binary files and then updated my poost.
- Mon May 20, 2019 9:57 pm
- Forum: SNESdev
- Topic: [SOLVED] Any tutorials on how to add music to a SNES game?
- Replies: 12
- Views: 15191
Re: Any tutorials on how to add music to a SNES game?
I'VE GOTTEN SOUND TO WORK!!! I am posting this so that anyone who stumbles across this thread on Google will not be left hanging Sorry in advance for this being long, the goal is for it to be comprehensive more than anything. NOTE: My specific solution is for ca65, not wla dx; however, I'm sure the...
- Sat May 18, 2019 7:23 pm
- Forum: SNESdev
- Topic: [SOLVED] Any tutorials on how to add music to a SNES game?
- Replies: 12
- Views: 15191
Re: Any tutorials on how to add music to a SNES game?
UPDATE Ah dammit... I just looked in sneslib.h . I thought that file was just there to give hooks for C code to call the assembly routine. NOPE There is vital C code in that header... For one: /*initialize sound, set variables, and upload driver code*/ void spc_init(void) { const unsigned int heade...
- Sat May 18, 2019 7:11 pm
- Forum: SNESdev
- Topic: [SOLVED] Any tutorials on how to add music to a SNES game?
- Replies: 12
- Views: 15191
Re: Any tutorials on how to add music to a SNES game?
So I'm looking at the sneslib.asm file to see what all I can use. It has a lot of PPU related functions that I'm gonna ignore. Also, I'm not gonna bother with the .h file because I really don't wanna open a can of worms of getting C code to work lol. Anyways one handy subroutine is this guy: ;void s...
- Thu May 16, 2019 11:38 am
- Forum: SNESdev
- Topic: [SOLVED] Any tutorials on how to add music to a SNES game?
- Replies: 12
- Views: 15191
Re: Any tutorials on how to add music to a SNES game?
So I managed to get the exported files by using the command line instead of the GUI (as stated in the README). I have a bunch of files but honest to God I have no idea what assembly functions I'm supposed to call and in what order... the comments say nothing about what to do unfortunately. All the a...
- Wed May 08, 2019 10:07 pm
- Forum: SNESdev
- Topic: Banks and zero page using wla-dx
- Replies: 19
- Views: 15594
Re: Banks and zero page using wla-dx
By the physical locations of the wires on the PCB, and specific parts on the PCB. ... No software. It's purely electrical. How does setting the mode to $20 or $21 factor in then? Because for both of those modes it seems that the mapping changes. The same SNES address might refer to different locati...
- Wed May 08, 2019 9:15 pm
- Forum: SNESdev
- Topic: Banks and zero page using wla-dx
- Replies: 19
- Views: 15594
Re: Banks and zero page using wla-dx
So what's REALLY is happening, I strongly suspect, is this: banks $00-7F do in fact get mapped to ROM (!!!) via the cartridge addressing lines, for a full 32mbit... however, the SNES console itself has addressing lines that map RAM (WRAM) in banks $7E and $7F, and those "come after" the c...
- Wed May 08, 2019 5:47 pm
- Forum: SNESdev
- Topic: [SOLVED] Any tutorials on how to add music to a SNES game?
- Replies: 12
- Views: 15191
[SOLVED] Any tutorials on how to add music to a SNES game?
UPDATE: Jump to my post here on this thread for the solution. I'm trying to make my own SNES game. The next thing I wanted to add was music. I downloaded SNES GSS and made a song. I exported the .spc file and attempted to fit it into my game but according to this reply by calima , .spc files are NO...
- Wed May 08, 2019 5:33 pm
- Forum: SNESdev
- Topic: Banks and zero page using wla-dx
- Replies: 19
- Views: 15594
Re: Banks and zero page using wla-dx
Whoever wrote that has no idea how to write technical documentation. Oof that'd be me chief... :? You aren't wrong though lol After reading everything, I think I get how the ROM bank maps into a SNES bank: Every successive ROM bank gets mapped into the upper half of a successive SNES bank (excludin...
- Wed May 08, 2019 1:43 am
- Forum: SNESdev
- Topic: Banks and zero page using wla-dx
- Replies: 19
- Views: 15594
Re: Banks and zero page using wla-dx
However, it only has an 8-bit data bus, which means that when an instruction includes an address, it has to be in 8-bit chunks ... The 65816 has a more flexible design. First, the zero page has been made movable. There is a register inside the CPU that stores a 16-bit offset to add to any 8-bit add...
- Tue May 07, 2019 10:46 pm
- Forum: SNESdev
- Topic: Banks and zero page using wla-dx
- Replies: 19
- Views: 15594
Banks and zero page using wla-dx
So a bit ago I asked how to show some graphics on the screen and managed to get it to work! :) Now I wanted to add some sound! I arranged a song using SNES GSS and created the .spc file for it. Now I tried reading online about how to load SPC programs and run them, and the documentation that I manag...
- Fri May 03, 2019 8:37 am
- Forum: SNESdev
- Topic: How to show graphics on the screen?
- Replies: 39
- Views: 29609
Re: How to show graphics on the screen?
I finally got it all to work, thanks for all the help! :D I couldn't get the one palette solution to work correctly, so I just made two different palettes that I swap out during VBlank. Here is what my full code looks like for reference: .define ROM_NAME "TEST" .include "lorom128.inc&...
- Tue Apr 30, 2019 11:53 am
- Forum: SNESdev
- Topic: How to show graphics on the screen?
- Replies: 39
- Views: 29609
Re: How to show graphics on the screen?
Ok so I got it to animate, but here is what the second frame looks like this: https://i.imgur.com/h3TiI3G.png Everything's the wrong color! I had a hunch that the reason is that superfamiconv uses different color indices for the two frames. To test this, I reran the superfamiconv for both frames but...
- Tue Apr 30, 2019 10:44 am
- Forum: SNESdev
- Topic: How to show graphics on the screen?
- Replies: 39
- Views: 29609
Re: How to show graphics on the screen?
HOLY CRAP I GOT IT TO WORK!!!! There were a couple of typos during the DMA stuff where it would do ldx followed by a sta . Changing those fixed all the graphics! :D I'm still curious though, how can I load the palette into YY-CHR? And how could I have caught this bug in the debugger? How can I set b...
- Tue Apr 30, 2019 10:34 am
- Forum: SNESdev
- Topic: How to show graphics on the screen?
- Replies: 39
- Views: 29609
Re: How to show graphics on the screen?
Ok so I have the following in lorom128.inc : .segment "VECTORS" .word Empty_Handler ; $FFE4: native COP .word Empty_Handler ; $FFE6: native BRK .word Empty_Handler ; $FFE8: native ABORT .word NMI ; $FFEA: native NMI .word $0000 ; $FFEC: n/a .word Empty_Handler ; $FFEE: native IRQ .word $00...