Search found 154 matches

by jeffythedragonslayer
Sun Jul 03, 2022 12:41 pm
Forum: SNESdev
Topic: Understanding OAM1 and OAM2
Replies: 8
Views: 286

Re: Understanding OAM1 and OAM2

Sure. But I generally find snake case easier to read than camel case.
by jeffythedragonslayer
Sun Jul 03, 2022 10:29 am
Forum: SNESdev
Topic: Understanding OAM1 and OAM2
Replies: 8
Views: 286

Re: Understanding OAM1 and OAM2

I started the long register name .include file here: https://github.com/jeffythedragonslayer ... nes_regs.s
by jeffythedragonslayer
Sat Jul 02, 2022 3:00 pm
Forum: SNESdev
Topic: Understanding OAM1 and OAM2
Replies: 8
Views: 286

Re: Understanding OAM1 and OAM2

Sure, I'm thinking of putting together a list of long versions of those register names sometime.
by jeffythedragonslayer
Sat Jul 02, 2022 1:08 pm
Forum: SNESdev
Topic: Understanding OAM1 and OAM2
Replies: 8
Views: 286

Re: Understanding OAM1 and OAM2

Ah, so the WOBJSEL register has a totally different function than OBSEL/OBJSEL despite the similar names. The "W" stands for window, not "wide" as in std::wstring. That's where I wound up in fullsnes when trying to figure out if OBJSEL has something to do with this! I'd argue tha...
by jeffythedragonslayer
Sat Jul 02, 2022 11:01 am
Forum: SNESdev
Topic: Understanding OAM1 and OAM2
Replies: 8
Views: 286

Understanding OAM1 and OAM2

I am trying to figure out what exactly OAM1 and OAM2 are. Mesen-S, in the Tile Viewer, has buttons called OAM1 and OAM2. bsnes-plus, also in the Tile Viewer, has labels called OAM1 and OAM2 - they appear next to text boxes which contain hex addresses and also next to goto buttons. Looking at this do...
by jeffythedragonslayer
Fri Jul 01, 2022 8:52 pm
Forum: SNESdev
Topic: Games with 16x16 background tiles
Replies: 28
Views: 883

Re: Games with 16x16 background tiles

Thanks it's time to touch fuzzy and get dizzy; I always loved that game on the GBA. If anyone knows of other games with 16x16 background tiles please share.
by jeffythedragonslayer
Fri Jul 01, 2022 6:41 am
Forum: SNESdev
Topic: Why two windows?
Replies: 20
Views: 8375

Re: Why two windows?

Question: Do you think I would be able to have the shadow shape on my planet*, which is done using one of the windows (plus some colour math), rotate across the planet as the sun moves across the screen without it basically causing slowdown? Yes, make the HDMA table a 2d array. Along one axis you l...
by jeffythedragonslayer
Fri Jul 01, 2022 12:46 am
Forum: SNESdev
Topic: Why two windows?
Replies: 20
Views: 8375

Re: Why two windows?

I think the reason there are only two windows is because the logic for combining them together gets too complicated when you add more than that. Each window contributes one binary input (whether the pixel is "inside" or "outside" that window) to a truth table tensor that tells yo...
by jeffythedragonslayer
Thu Jun 30, 2022 9:13 pm
Forum: SNESdev
Topic: Super FX speed/timings test
Replies: 2
Views: 297

Re: Super FX speed/timings test

My Yoshi's Island cart says this on the back:
POWER MUST BE OFF BEFORE LOADING OR REMOVING A GAME PAK
How do you know it's safe to run this test?
by jeffythedragonslayer
Thu Jun 30, 2022 8:33 pm
Forum: SNESdev
Topic: Identifying Address Buses A&B
Replies: 8
Views: 408

Re: Identifying Address Buses A&B

Oh, of course it's the opposite of what I'd expect. :?
by jeffythedragonslayer
Thu Jun 30, 2022 8:24 pm
Forum: SNESdev
Topic: Identifying Address Buses A&B
Replies: 8
Views: 408

Re: Identifying Address Buses A&B

On page 3-3-2 (3.2 APU I/O PORTS) of the official documentation I found this:
Ports 0-3 are ports which carry out data transmission to the SCPU through the SNES bus
I presume this is talking about bus A. So A and B are the scene names for buses?
by jeffythedragonslayer
Thu Jun 30, 2022 6:24 pm
Forum: SNESdev
Topic: Games with 16x16 background tiles
Replies: 28
Views: 883

Games with 16x16 background tiles

Most/all of the games I am playing with in emulators and trying to reverse engineer to learn more use 8x8 tiles for the background. Can anyone recommend some games that use 16x16 background tiles? (That set bit4-7 of 2105h BGMODE?)
by jeffythedragonslayer
Thu Jun 30, 2022 2:13 pm
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 44
Views: 1185

Re: Regarding SNES' object limitations

Well I wouldn't recommend arguing with conviction on that point with anyone (if proving someone wrong is that important to you) until you've tested a rom that does it - I am simply pointing out that your thought process makes sense. As we just learned from lidnariq it's not always the best to just ...
by jeffythedragonslayer
Thu Jun 30, 2022 2:51 am
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 44
Views: 1185

Re: Regarding SNES' object limitations

Well I wouldn't recommend arguing with conviction on that point with anyone (if proving someone wrong is that important to you) until you've tested a rom that does it - I am simply pointing out that your thought process makes sense. As we just learned from lidnariq it's not always the best to just q...
by jeffythedragonslayer
Wed Jun 29, 2022 6:16 pm
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 44
Views: 1185

Re: Regarding SNES' object limitations

lidnariq wrote: Wed Jun 29, 2022 6:07 pm Sprite pixels per scanline is 34·8=272, not 256.
Huh, I'll believe you over a magic number because you gave a derivation haha :lol: