Search found 43 matches
- Sat Jan 15, 2022 3:18 am
- Forum: Other Retro Dev
- Topic: DOS VGA Tricks
- Replies: 56
- Views: 31898
Re: DOS VGA Tricks
The hsync pulses can be moved around with 4px precision (3d4h index 4), while index 13h is 8px precision... but at least index 13h will work at all on a flat panel, or in a VM. So most of these cool VGA tricks only work on CRTs and not on LCDs? I'm sure it's always a YMMV thing, but still. 3d4h ind...
- Fri Jan 14, 2022 1:40 pm
- Forum: Other Retro Dev
- Topic: DOS VGA Tricks
- Replies: 56
- Views: 31898
Re: DOS VGA Tricks
According to VGA.TXT, you should be able to get fine X scrolls from 0 to 3 by writing 0/2/4/6 to 3c0h/13h, not 4... I know, I wrote it wrong. So I understand 3c0 register works like this, I used assembly for the tests, but it will look better in C here: //this resets a flip flop in VGA card, and se...
- Fri Jan 14, 2022 6:07 am
- Forum: Other Retro Dev
- Topic: DOS VGA Tricks
- Replies: 56
- Views: 31898
Re: DOS VGA Tricks
I wouldn't have expected 3d4/C and D to have worked - after all, there'd be less point in 3d4/18h if so. But it does sound like, based on what you're saying, that 3c0/13h is working... if not particularly interesting. So, I got this in dosbox: game_013.png This program displaces some lines at the t...
- Wed Jan 12, 2022 12:36 pm
- Forum: Other Retro Dev
- Topic: DOS VGA Tricks
- Replies: 56
- Views: 31898
Re: DOS VGA Tricks
This is not going to work, documentation says it is used to calculate the start address at the top left of the screen, and it adds this to the start address register. What documentation are you reading? This very reliable source says the value you write applies at the start of the next line. (Scrol...
- Wed Jan 12, 2022 11:05 am
- Forum: Other Retro Dev
- Topic: DOS VGA Tricks
- Replies: 56
- Views: 31898
Re: DOS VGA Tricks
I can't remember if I tested on a real VGA. If that works, the regular address register will also work, and emulators lack this feature.
I'm going to try it...
I'm going to try it...
- Wed Jan 12, 2022 6:08 am
- Forum: Other Retro Dev
- Topic: DOS VGA Tricks
- Replies: 56
- Views: 31898
Re: DOS VGA Tricks
At best, it might be possible to update the fine X scroll register (3C0h/13h) each scanline, but I don't have the hardware to check against. I have a real VGA to test, I might try later. EDIT: This is not going to work, documentation says it is used to calculate the start address at the top left of...
- Tue Jan 11, 2022 6:43 am
- Forum: Other Retro Dev
- Topic: DOS VGA Tricks
- Replies: 56
- Views: 31898
Re: DOS VGA Tricks
Sorry for posting on an old thread, but I just loved it. I created that little engine someone talked about, and I'm still working on it. The information you provided about copper demo is awesome, and it game me ideas for a scan line raster effect. On that copper demo, they use a rare VGA card which ...
- Sat Oct 03, 2020 10:14 am
- Forum: GBDev
- Topic: Game Boy Multirom
- Replies: 2
- Views: 5380
Re: Game Boy Multirom
I think you must find out the mapper your flashcard uses and its datasheet or programmer's reference - the "menu" is nothing more than a homebrew which allows you to select the bank, typically by attempting to write a certain area of ROM, and jump to it or reboot the console to start the ...
- Sat Oct 03, 2020 2:30 am
- Forum: GBDev
- Topic: Game Boy Multirom
- Replies: 2
- Views: 5380
Game Boy Multirom
Hi, I started to use my GBC again with an ems usb smart cart, and noticed the official ems transfer program is not working on windows 64 very well. So I found another software called "ems qart" which works perfect, but it can only burn one rom. I realized I could just create a multirom mys...
- Tue Aug 09, 2016 5:06 am
- Forum: SNESdev
- Topic: PVsneslib - SNES JUKEBOX
- Replies: 69
- Views: 25596
Re: PVsneslib - SNES JUKEBOX
Any clue of why "PadsUp(0)" is not working?.
It worked perfect, and now it does nothing...
Thanks.
EDIT: I used it after wait vblank and it worked
I still can't figure out how to make a wavy background, there is no doc about hdma functions.
It worked perfect, and now it does nothing...
Thanks.
EDIT: I used it after wait vblank and it worked
I still can't figure out how to make a wavy background, there is no doc about hdma functions.
- Sat Aug 06, 2016 7:02 am
- Forum: SNESdev
- Topic: PVsneslib - SNES JUKEBOX
- Replies: 69
- Views: 25596
Re: PVsneslib - SNES JUKEBOX
I have same things on my projects with no issue on graphics ... Cavernsofdeath.obj: 1MEM_INSERT: Overwrite at $7fc0 (old $43 new $4c). Cavernsofdeath.obj: 1MEM_INSERT: Overwrite at $7fc1 (old $41 new $49). Cavernsofdeath.obj: 1MEM_INSERT: Overwrite at $7fc2 (old $56 new $42). Cavernsofdeath.obj: 1M...
- Sat Aug 06, 2016 5:08 am
- Forum: SNESdev
- Topic: PVsneslib - SNES JUKEBOX
- Replies: 69
- Views: 25596
Re: PVsneslib - SNES JUKEBOX
CHECK HEADERS: the object files are from different projects How could I solve that? Thanks It is because PVSnesLib is compiled with options that are different of your options in makefile (for example, SRAM , fast/slow rom, and so on). Check the makefile shipped with PVSnesLib and your makefile. OK ...
- Thu Aug 04, 2016 9:10 am
- Forum: SNESdev
- Topic: PVsneslib - SNES JUKEBOX
- Replies: 69
- Views: 25596
Re: PVsneslib - SNES JUKEBOX
Updated at first post
Re: SNES in C
There is something called pvsneslib, a library to program snes using C. But it looks like it is not being updated any more.
- Fri May 15, 2015 10:01 am
- Forum: SNESdev
- Topic: PVsneslib - SNES JUKEBOX
- Replies: 69
- Views: 25596
Re: PVsneslib - SNES JUKEBOX
Well, new release, , some of the songs will be changed.
I didn't really understand how to load tiles and sprites into vram address, I just tested on emulator until they loaded OK, so it might fail on a real console.
I didn't really understand how to load tiles and sprites into vram address, I just tested on emulator until they loaded OK, so it might fail on a real console.