Search found 24 matches

by cdoty
Fri Dec 17, 2021 11:16 pm
Forum: Other Retro Dev
Topic: Commodore 64 external hardware acceleration of smooth scrolling?
Replies: 12
Views: 2517

Re: Commodore 64 external hardware acceleration of smooth scrolling?

The real problem is having the system decide what the full screen scrolling resolution is. Is it two screens horizontally, or maybe four, or maybe even 2 x 2? It's better to leave it to the programmer to decide. It's not terribly time consuming to copy 1k of data around for scrolling. There is the C...
by cdoty
Tue Feb 16, 2016 12:11 am
Forum: SNESdev
Topic: Super FX Assembler
Replies: 19
Views: 14858

Re: Super FX Assembler

I installed Windows 2000 in a virtual machine because it has some level of OS/2 compatibility, and the assembler looks to run fine. Are you sure it wasn't Windows NT? OS/2 was effectively dead by the time Windows 2000 was released. And, there is a lot of material about how Microsoft created the NT ...
by cdoty
Tue Feb 16, 2016 12:09 am
Forum: SNESdev
Topic: What exactly was this Dev board used for?
Replies: 4
Views: 3546

Re: What exactly was this Dev board used for?

Received this as a bonus item from a seller that sold me a Mortal Kombat proto. Was told from the seller this was the board used during the development of the game. Trying to find out some more information on it. What company produced this item? What is missing to make a complete setup? What purpos...
by cdoty
Tue Feb 16, 2016 12:01 am
Forum: SNESdev
Topic: Three Anthrox members who were also Argonaut employees
Replies: 15
Views: 17441

Re: Three Anthrox members who were also Argonaut employees

This was also pretty common in the Gameboy and Gameboy Advance homebrew scene. Several people were hired by companies based on a homebrew release.
by cdoty
Wed Jul 31, 2013 6:18 pm
Forum: SNESdev
Topic: SNES C compiler, without all the work
Replies: 6
Views: 6072

Re: SNES C compiler, without all the work

Do they use a software stack for auto variables using lda (),Y addressing ? If yes, then I won't care. From the Zardoz page: Uses direct page as stack frame making all automatic variables and arguments pseudo-registers. Zardoz supposedly was used to develop games for the SNES; which is what the WDC...
by cdoty
Wed Jul 31, 2013 1:35 pm
Forum: SNESdev
Topic: SNES C compiler, without all the work
Replies: 6
Views: 6072

Re: SNES C compiler, without all the work

ALSO : The 65xxTools is NOT for resale or reverse engineering of our technology in any form and is NOT provided for development of commercial products that use non–WDC 65xx processors in Core or Chip form. According to the Ricoh 5A22 wiki page, it's based on the GTE version of the WDC65186: http://...
by cdoty
Wed Jul 31, 2013 1:14 pm
Forum: SNESdev
Topic: SNES C compiler, without all the work
Replies: 6
Views: 6072

SNES C compiler, without all the work

It looks like Western Design Center is re-releasing their 65816 C compiler, and they've reduced the price to $40: http://65xx.com/65xx-store-2/65xxtools/ That sounds a bit expensive; but from what I remember reading, this is based on the Zardoz compiler: http://web.archive.org/web/19970720124726/www...
by cdoty
Thu Sep 06, 2012 11:22 am
Forum: Other Retro Dev
Topic: Nametable Editor for Multiple consoles...
Replies: 20
Views: 13256

Re:

There exist plenty of generic map editors. They work for any game whose underlying world model is essentially a 2D array: the converter just has to understand the compression scheme that the game engine uses. They don't work for games that have an object-based world model like SMB series, where a c...
by cdoty
Tue Sep 04, 2012 3:40 pm
Forum: SNESdev
Topic: PVSnesLib for Snes 20th birthday :D !
Replies: 24
Views: 13601

Re: Re:

Everything is available here : http://code.google.com/p/pvsneslib/ You've got gfx2snes, smconv and snestools source codes. If you made some changes on them, please tell me, I will add your changes to the next version of the lib :) Thanks, I'm "looking to steal trade secrets". :) I am look...
by cdoty
Fri Aug 31, 2012 2:15 pm
Forum: SNESdev
Topic: PVSnesLib for Snes 20th birthday :D !
Replies: 24
Views: 13601

Re:

I'm having fun with this! :D Couldn't agree more. I used it in Ludum Dare (http://www.ludumdare.com/) #24 last weekend. Ludum Dare is a 48 hour game dev competition. I have developed software for the SNES (started back in '93 if I remember right), but had never used PVSnesLib before. It was a nice ...
by cdoty
Tue May 15, 2012 1:19 pm
Forum: NES Graphics
Topic: GB map builder and GB tile designer
Replies: 1
Views: 3631

GB map builder and GB tile designer

Has anyone tried the Gameboy map builder and Gameboy tile designer?

http://www.devrs.com/gb/hmgd/intro.html

These were really good tools for the Gameboy, and look like they might work nicely for the NES.
by cdoty
Sat Mar 21, 2009 6:45 pm
Forum: SNESdev
Topic: GNU toolchain
Replies: 4
Views: 4217

blargg wrote:ca65 is pretty standard in its syntax and command-line behavior. That should be closer to binutils than wla.
I don't know if the ca65 macro is any better than wla. I ran into quite a few problems with it, in Frog Feast.
by cdoty
Mon Jul 14, 2008 10:48 pm
Forum: SNESdev
Topic: Dynamic SNES sprite table construction?
Replies: 4
Views: 4921

I think it all depends on how much sprites you want to display/what kind of genre you're doing. Your idea sounds nice, but I'd imagine that once you've implemented it, you'd spend most of the time clearing your 640 byte table each frame, not creating the oam table itself. I just hope I didn't miss ...
by cdoty
Sun Jul 13, 2008 1:16 pm
Forum: SNESdev
Topic: Dynamic SNES sprite table construction?
Replies: 4
Views: 4921

Dynamic SNES sprite table construction?

Tell me what you think of this idea for building a dynamic SNES sprite table. (Or share you ideas). The hardest part of building the table would seem to be setting up the 32 byte table at the end of the list (whatever it's technically called). My idea for making this easy would be constructing 2 256...
by cdoty
Wed Dec 13, 2006 9:49 pm
Forum: SNESdev
Topic: SNES Frog Feast released on a real cartirdge.
Replies: 4
Views: 6284

Jagasian wrote:1. Which C compiler did you use?
2. How did you make the carts? Did it require using parts from official SNES carts?
I used a heavily modified version of the lcc816 compiler.

The cartridges are normal SNES cartridges with the roms replaced.