Search found 25 matches

by lint
Thu May 11, 2017 9:54 am
Forum: SNESdev
Topic: Looking for a snesgss musician to reproduce songs and sfx
Replies: 0
Views: 3749

Looking for a snesgss musician to reproduce songs and sfx

Hi, I'm currently working on a port of Kung Fu Master for the snes. My sound engine is snesgss. I'm looking for someone to replicate the songs and sfx from the arcade to the snesgss engine. I have a small amount of money to offer directly and a bonus if the game get physically released one day. More...
by lint
Wed Apr 26, 2017 8:26 am
Forum: SNESdev
Topic: Super NES EMULATOR SE dev question
Replies: 32
Views: 13263

Re: Super NES EMULATOR SE dev question

in your code you have : VBlank: ; Wait until the joypad input can be read lda #HVBJOY_JOYREADY w01 and HVBJOY cmp #HVBJOY_JOYREADY bne w01 Could you try to change that to : VBlank: ; Wait until the joypad input can be read lda HVBJOY w01 and #HVBJOY_JOYREADY cmp #HVBJOY_JOYREADY bne w01 and change H...
by lint
Wed Apr 26, 2017 7:38 am
Forum: SNESdev
Topic: Super NES EMULATOR SE dev question
Replies: 32
Views: 13263

Re: Super NES EMULATOR SE dev question

Is there a way to ouput something else than .isx format ?
by lint
Wed Apr 26, 2017 5:39 am
Forum: SNESdev
Topic: Super NES EMULATOR SE dev question
Replies: 32
Views: 13263

Re: Super NES EMULATOR SE dev question

Can you post the rom ? Might be easier to analyze ...

Also great to see that some owner of the SE devkit are really using it ! <3
by lint
Tue Aug 30, 2016 4:33 am
Forum: SNESdev
Topic: SD2SNES, sending rom over USB?
Replies: 34
Views: 16344

Re: SD2SNES, sending rom over USB?

saturnu wrote:if someone really needs to improve this for personal needs, i can upload the source to my github account. ^^
I would not mind to have access so I can make a osx build. ;)
by lint
Tue Aug 30, 2016 3:24 am
Forum: SNESdev
Topic: SD2SNES, sending rom over USB?
Replies: 34
Views: 16344

Re: SD2SNES, sending rom over USB?

Hi, a year ago i patched the sd2snes firmware for usb uploads. Yesterday i posted a link on another forum and sanni reminded me, that here is an active thread on this topic, too. It's a good idea to have the USART Adapter connected as well for debug outputs. ^^ You should do a merge request to inte...
by lint
Fri Jul 15, 2016 5:31 am
Forum: SNESdev
Topic: Problem with Tiles in VRAM $0000
Replies: 4
Views: 2075

Re: Problem with Tiles in VRAM $0000

Espozo wrote:
lint wrote: known arcade game
You can't just say Kung-Fu Master? :lol:
Naaah ... just wanted to keep some mistery ^^ Hahahaha
by lint
Fri Jul 15, 2016 5:12 am
Forum: SNESdev
Topic: Problem with Tiles in VRAM $0000
Replies: 4
Views: 2075

Re: Problem with Tiles in VRAM $0000

Oooooh thanks a lot ... I wasn't even aware that "offset-per-tile" existed ... now I see it everywhere in documentation :p
Going to fix that by sticking to mode 1.

Thanks again !
by lint
Fri Jul 15, 2016 4:00 am
Forum: SNESdev
Topic: Problem with Tiles in VRAM $0000
Replies: 4
Views: 2075

Problem with Tiles in VRAM $0000

Hi, I'm currently developing a port of a known arcade game for the Snes. It's been a few days that i have a really strange issue when i use adress $0000 in VRAM for my tiles. Here is a screenshot : http://images.antihero.org/distorted.png If i put my Tiles in $2000 in VRAM everything is looking good...
by lint
Fri Jun 17, 2016 11:43 am
Forum: SNESdev
Topic: Robin Hood like game for SNES
Replies: 53
Views: 13732

Re: Robin Hood like game for SNES

funny to see that is doable on real retro console ...
by lint
Fri Jun 17, 2016 10:29 am
Forum: SNESdev
Topic: Robin Hood like game for SNES
Replies: 53
Views: 13732

Re: Robin Hood like game for SNES

Anyone got the rom of that game ? seems cool ... even the modern 8/16 bit GFX
by lint
Wed Jun 15, 2016 6:28 am
Forum: SNESdev
Topic: animation scheme for next game
Replies: 19
Views: 7061

Re: animation scheme for next game

Ok so your gain is just dividing dma setup for sprite by 2... it's really what is slowing down your game ?
Can you explain what you consider a VRAM slot ? and why 2 x 16x16 sprites ?
by lint
Wed Jun 15, 2016 5:13 am
Forum: SNESdev
Topic: animation scheme for next game
Replies: 19
Views: 7061

Re: animation scheme for next game

Each VRAM slot be the size of 2 16x16 sprites I don't see how it fixes : 1) uploading a lot of individual 16x16 causes a lot of DMA overhead. My game is barely keeping everything within vblank. Can you elaborate a bit ? So i can get it. Anyway a sprite engine on snes will almost always depend on th...
by lint
Fri Jun 10, 2016 3:08 am
Forum: SNESdev
Topic: Cannot get sprites to display
Replies: 12
Views: 3954

Re: Cannot get sprites to display

koitsu : At first i tough that myself too, then I saw the last line of the code provided : DISPLAY_REG is only copied to $2100 during vblank My point is that I think that NMI isnt even enabled (cause it have to be done during forced V-Blank), so DISPLAY_REG value is never copied into $2100. snes9x d...
by lint
Fri Jun 10, 2016 1:49 am
Forum: SNESdev
Topic: Cannot get sprites to display
Replies: 12
Views: 3954

Re: Cannot get sprites to display

Don't you have to enable NMI during V-Blank (or forced V-Blank) ?