Search found 83 matches

by UnDisbeliever
Sun May 29, 2022 1:49 am
Forum: SNESdev
Topic: The SNESdev documentation project
Replies: 37
Views: 2380

Re: The SNESdev documentation project

I'm curious - what kind of information (the type I would find on fullsnes) are you omitting that an emu author would be interested in, that a game developer would not be? I'm not entirely sure. I do know I am going to be omitting specific timing information and the initial register values on power-...
by UnDisbeliever
Sun May 08, 2022 4:36 am
Forum: SNESdev
Topic: The SNESdev documentation project
Replies: 37
Views: 2380

Re: The SNESdev documentation project

The next set of registers I am going to document are the VRAM registers. I am currently working on writing a test demo for every VRAM access pattern I know of. If all goes well I should have the final demo completed by the end of the week. I have also started writing the text for the document, no id...
by UnDisbeliever
Thu Apr 14, 2022 8:25 am
Forum: SNESdev
Topic: The SNESdev documentation project
Replies: 37
Views: 2380

Re: The SNESdev documentation project

Location: Australia (PAL) A PAL SNES supposedly has a PAR of 2950000/2128137, or roughly 18:13, rather than 8:7. Could that be part of the problem? The screen captures in the INIDISP document were from my NTSC 2/1/3 3-chip and 1-chip Super Famicom consoles. Living in PAL-land might be the why I did...
by UnDisbeliever
Wed Apr 13, 2022 6:37 am
Forum: SNESdev
Topic: The SNESdev documentation project
Replies: 37
Views: 2380

Re: The SNESdev documentation project

Minor nitpick here, but it seems the screenshots on the page are stretched, and I mean stretched even more than what the 8:7 pixel aspect ratio of the SNES already did. I don't have the best capture setup. My current setup is a RAD2x connected to a cheap USB HDMI capture device that upscales anythi...
by UnDisbeliever
Sun Apr 10, 2022 8:39 pm
Forum: SNESdev
Topic: Errors with INIDISP
Replies: 25
Views: 13726

Re: Errors with INIDISP

I've documented this glitch on my INIDISP register document . While I was writing the document I noticed this glitch can also cause corrupted background tiles on my 3 Chip SFC console. inidisp-hammer-0f8f-3chip-bg.jpeg Ikari has published a blog post about the glitch . It includes a timing diagram t...
by UnDisbeliever
Sun Apr 10, 2022 7:33 pm
Forum: SNESdev
Topic: The SNESdev documentation project
Replies: 37
Views: 2380

The SNESdev documentation project

I've decided to document the Super Nintendo registers from a programmer's perspective. Most of the existing register documents appear to be written from the perspective of an emudev and (in my opinion) do not describe why a SNESdev programmer would want to use these registers. I intend to document e...
by UnDisbeliever
Wed Feb 17, 2021 5:50 am
Forum: SNESdev
Topic: Errors with INIDISP
Replies: 25
Views: 13726

Re: Errors with INIDISP

I've uploaded my latest test ROMs to github and posted an Imgur album of the tests on my 3-chip Super Famicom Console . The tests for the INIDISP glitch are hdma-2100-*.sfc , hdma-21ff-*.sfc , inidisp_d7_glitch_test.sfc and inidisp_hammer_*.sfc . The following tests do not glitch: hdma-2100-glitch-2...
by UnDisbeliever
Tue Nov 14, 2017 5:47 pm
Forum: SNESdev Homebrew Projects
Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
Replies: 58
Views: 24649

Re: Superfeather Game Engine v0.5 "Flying Kobold"

This is awesome, we need more SNES homebrew code in the wild. I've read through the code and understand how the engine works. I love the simplicity of this engine (unlike mine which is a little all over the place). I hope you keep it up as the engine expands. I did have a bit of trouble recognising ...
by UnDisbeliever
Sat Apr 29, 2017 11:08 pm
Forum: SNESdev
Topic: Super NES EMULATOR SE dev question
Replies: 32
Views: 13757

Re: Super NES EMULATOR SE dev question

I attached the updated code and ISX/ROM files. Could you confirm it works on your QUICKDEV? The updated PROG.ROM works perfectly on my Quickdev16. HEAD.S specifies Mode 21 (HiROM) but the ROM is only half a bank in size and expects to be loaded from $8000.... I looked at the SD2SNES source code and...
by UnDisbeliever
Sat Apr 29, 2017 10:45 am
Forum: SNESdev
Topic: Super NES EMULATOR SE dev question
Replies: 32
Views: 13757

Re: Super NES EMULATOR SE dev question

I don't understand the second point however. Could you explain? When down is pressed it loads green into CGDATA (at color 0) and the Accumulator is set to 3. The Accumulator (3) is then bit tested with JOYH_LEFT (2), which always passes, so blue is also loaded into CGDATA (at colour 1). To fix this...
by UnDisbeliever
Sat Apr 29, 2017 1:03 am
Forum: SNESdev
Topic: Rotating BIG sprites
Replies: 24
Views: 10366

Re: Rotating BIG sprites

Looking good.

EDIT: The rotations look a lot nicer on my CRT TV then on a SNES emulator. I can barely see the tearing on my PAL SNES+CRT TV.
by UnDisbeliever
Sat Apr 29, 2017 12:54 am
Forum: SNESdev
Topic: Super NES EMULATOR SE dev question
Replies: 32
Views: 13757

Re: Super NES EMULATOR SE dev question

I attached the source and the binary files for those interested by. Nice, It's great to see another person try their hand at programming a Super Nintendo. I've tried running your ROM on my PAL SNES and it only showed a white screen. Tracing the code through bsnes-plus I discovered your NMI routine ...
by UnDisbeliever
Wed Feb 17, 2016 2:07 am
Forum: SNESdev
Topic: How Do You Code BG Collision?
Replies: 17
Views: 5735

Re: How Do You Code BG Collision?

I found this document helpful in describing the various sections of a map: http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/ Isn't it like you load the object's x position, divide it by the width of each block to find the starting block, and also divide the hitbox w...
by UnDisbeliever
Wed Feb 17, 2016 1:26 am
Forum: SNESdev
Topic: Dealing with Variables in Ram That Are Only Used in One Area
Replies: 13
Views: 5207

Re: Dealing with Variables in Ram That Are Only Used in One

Yeah, I think I'm just going to name it something that tells me it's not specific to anything, like the name I said earlier. I'll probably just put a comment at the beginning of the code that says what the different variables are being used for. The reason I don't want to name them is because I'll ...
by UnDisbeliever
Tue Feb 16, 2016 9:24 pm
Forum: SNESdev
Topic: Dealing with Variables in Ram That Are Only Used in One Area
Replies: 13
Views: 5207

Re: Dealing with Variables in Ram That Are Only Used in One

Currently I am reusing temporary variables with a module's routines but not globally like tokumaru. The variables are word sized, named tmp1 to tmp N , and are declared at the start of a module. Inside the routine (which is encased in a proc) I rename them to tmp_<name>, so I can easily scan to see ...