Search found 24 matches
- 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...
- 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 ...
- 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...
- 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.
- 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...
- 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://...
- 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...
- 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...
- 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...
- 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 ...
- 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.
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.
- Sat Mar 21, 2009 6:45 pm
- Forum: SNESdev
- Topic: GNU toolchain
- Replies: 4
- Views: 4217
- 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 ...
- 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...
- Wed Dec 13, 2006 9:49 pm
- Forum: SNESdev
- Topic: SNES Frog Feast released on a real cartirdge.
- Replies: 4
- Views: 6284