Search found 1449 matches

by Drag
Sun Sep 18, 2022 7:06 pm
Forum: Newbie Help Center
Topic: Finding the lowest of 4 values
Replies: 8
Views: 478

Re: Finding the lowest of 4 values

In general, when you want to figure out which variable in a collection of variables is the smallest, the simplest way to do so is to go through all of them, one by one, while keeping track of what the smallest value you've seen so far is. var minVal = var1 var minVarNum = 1; if (var2 < minVal ) { mi...
by Drag
Mon Sep 12, 2022 9:55 pm
Forum: SNESdev
Topic: Regarding 4:3 and 8:7. . . .
Replies: 114
Views: 5900

Re: Regarding 4:3 and 8:7. . . .

If you don't need to learn low-level programming to make a game, then people won't . :P That's not a bad thing though: 1) It lowers the barrier for entry for people who want to make their own games, and that gets more people interested in it. 2) Job security for those of us who do learn low-level pr...
by Drag
Wed Sep 07, 2022 12:07 pm
Forum: SNESdev
Topic: Regarding 4:3 and 8:7. . . .
Replies: 114
Views: 5900

Re: Regarding 4:3 and 8:7. . . .

Yes, pixel art games which can't even keep all of their assets at a single resolution, as well as "the NES could do smooth sprite rotation, right?", are some pretty big pet peeves for me. However, that comes with the acknowledgement that it only bothers me because I know too much about thi...
by Drag
Tue Sep 06, 2022 11:15 am
Forum: SNESdev
Topic: Was the SPC700's noise channel based on the 2a03's noise channel?
Replies: 24
Views: 1748

Re: Was the SPC700's noise channel based on the 2a03's noise channel?

I don't think the use of the LFSR channel is shameful; I interpreted the post as the author expressing disappointment that the explosions weren't an explosion sample instead, given that the sound hardware is definitely capable of it. :P That speaks to the author's preferences though. For example, I'...
by Drag
Tue Sep 06, 2022 9:30 am
Forum: Other Retro Dev
Topic: Questions about the Z80 CPU
Replies: 3
Views: 392

Re: Questions about the Z80 CPU

Wow! That document is excellent. Thank you so much! :D
by Drag
Mon Sep 05, 2022 7:02 pm
Forum: Other Retro Dev
Topic: Questions about the Z80 CPU
Replies: 3
Views: 392

Questions about the Z80 CPU

Hey all, I'm working on a z80 assembly reference as a way to both brush up on it and to aggregate a bunch of info into one place. It's coming along fine, but I've run into some weird parts where it's easier to just ask about them instead of trying to assume things. :P Right now, I'm trying to create...
by Drag
Fri Aug 19, 2022 10:11 pm
Forum: NES Music
Topic: Why did Castlevania 3 do this? (Triangle timing)
Replies: 2
Views: 505

Re: Why did Castlevania 3 do this? (Triangle timing)

I suspect the music engine might be using the same code it uses for driving registers 4000 and 4004 in order to also drive register 4008, even though it doesn't quite make sense. For the square channels, you can create a duty cycle and volume envelope by writing a list of values to 4000 or 4004 on e...
by Drag
Thu Aug 18, 2022 11:28 am
Forum: General Stuff
Topic: That Euro/UK aesthetic
Replies: 53
Views: 2618

Re: That Euro/UK aesthetic

About hue shifting, since it's on my mind right now. Something artists need to know about is a phenomenon called "subsurface scattering". When you hold your fingers up to a light, notice how the light still shines through your fingers with a bright red glow. The idea that light shining thr...
by Drag
Wed Aug 17, 2022 10:05 am
Forum: General Stuff
Topic: That Euro/UK aesthetic
Replies: 53
Views: 2618

Re: That Euro/UK aesthetic

I've always seen it as a combination of the following: - Chrome-like gradients and shading: like everything is covered in shiny wax on a hot summer day - Backlighting: In additional to the "normal" shading (e.g., highlights on the top/left edges), there's an additional highlight in the reg...
by Drag
Thu Aug 11, 2022 11:38 am
Forum: NES Hardware and Flash Equipment
Topic: Dual D-Pad Controls (and a minor rant)
Replies: 19
Views: 1233

Re: Dual D-Pad Controls (and a minor rant)

I had an impractical idea, but an idea none the less: You can use an 8-button packet to encode two d-pads and 4 face buttons. 0 1 2 3 4 5 6 7 Standard | A B Se St Up Dn Lf Rt Encoded | RU RD RL RR LU LD LL LR LU RU LL LR LB | RA RL RR LD LA | RB RD RU+RD = RA RL+RR = RB LU+LD = LB or Select LL+LR = ...
by Drag
Sat Aug 06, 2022 4:26 pm
Forum: NES Graphics
Topic: The Quest for the Perfect Palette Generator
Replies: 51
Views: 78255

Re: The Quest for the Perfect Palette Generator

Will you let us know when the copy on wootest.net is updated with the new toggles? (or if you have a different preferred host) In general, whenever I make an update post in here, I'll already have updated the live copy on wootest, so you may need to do a shift-refresh if you're still seeing the old...
by Drag
Sat Aug 06, 2022 10:54 am
Forum: NES Graphics
Topic: The Quest for the Perfect Palette Generator
Replies: 51
Views: 78255

Re: The Quest for the Perfect Palette Generator

I've finally added the luminance hue-shift effect that the 2C02E and G have, and with it, I've updated the default palette the generator starts off with, so now the default palette finally is the actual exact palette I use in all of my development. Based on what the palette looks like, and what my T...
by Drag
Fri Aug 05, 2022 3:41 pm
Forum: NES Graphics
Topic: Trying to figure out which RGB palette is canonical
Replies: 36
Views: 2220

Re: Trying to figure out which RGB palette is canonical

Thank you for updating me, that's the precise reason I comment on things like this. ;) I thought of another thing that can affect the hues; each individual phase from the shift register can be delayed more or less depending on the length of the trace, and the number of gates and other components it ...
by Drag
Fri Aug 05, 2022 12:14 pm
Forum: NES Graphics
Topic: Trying to figure out which RGB palette is canonical
Replies: 36
Views: 2220

Re: Trying to figure out which RGB palette is canonical

Based on what I know about the PPU (which may be outdated by now), I would hypothesize: The luminance and saturation between each row of the palette can vary slightly , enough that you can measure it with an oscilloscope, but not enough that you'll notice it visually on the screen, because the vario...
by Drag
Wed Aug 03, 2022 8:11 am
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 78
Views: 6977

Re: Kulor's Guide to Mode 7 Perspective Planes

kulor wrote: Wed Aug 03, 2022 7:23 am I seem to recall Ocarina of Time animates camera position with FOV to get this kind of "background zooming out" effect
That's called a "dolly zoom", if you or anyone else were interested. :D