Search found 100 matches
- Wed Jan 04, 2023 5:11 am
- Forum: SNESdev Homebrew Projects
- Topic: unnamed-snes-game
- Replies: 5
- Views: 792
Re: unnamed-snes-game
Thank you for the feedback. I'm glad you all enjoyed my game. The next two features I'm going to add to the game are sound effects and dynamic sprite tiles. If I don't add sound effects now, it will be months before I get around to it. Afterwards I will add more player MetaSprite frames (player hurt...
- Sun Jan 01, 2023 1:51 am
- Forum: SNESdev Homebrew Projects
- Topic: unnamed-snes-game
- Replies: 5
- Views: 792
unnamed-snes-game
It's taken a lot longer then I expected, but I have finally released a tech-demo for my unnamed-snes-game. It's a simple demo, a single dungeon. Sadly, there is no sound. I wanted to release this demo by year's end and I ran out of time. 20230101a-screenshot-ac-scaled.jpeg Download Link: https://git...
- Mon Nov 07, 2022 7:51 pm
- Forum: SNESdev
- Topic: copying the memory block from VRAM to WRAM
- Replies: 4
- Views: 611
Re: copying the memory block from VRAM to WRAM
Is reading VRAM also autoincrement? VMDATAREAD does autoincrement (depending on the state of VMAIN ), however the autoincrement (and VRAM-chip read by the PPU) occurs after VMDATAREAD outputs the vram_latch value. In practice this requires you to preform a dummy read if you are preforming multiple ...
- Fri Aug 26, 2022 5:38 am
- Forum: SNESdev
- Topic: Writing $4203 twice too fast gives erroneous result (not emulated)
- Replies: 19
- Views: 2521
Re: Writing $4203 twice too fast gives erroneous result (not emulated)
Here is my test ROM. This test will use an IRQ interrupt to wait until after DRAM-refresh, write to WRMPYA and WRMPYB with a 16 bit A, wait a few CPU cycles, write to WRMPYB, wait 8 cycles, read RDMPYL and RDMPYB. INPUTS: A = value to write to WRMPYA B1 = value of the first write to WRMPYB B2 = valu...
- Fri Aug 19, 2022 8:32 pm
- Forum: SNESdev
- Topic: Writing $4203 twice too fast gives erroneous result (not emulated)
- Replies: 19
- Views: 2521
Re: Writing $4203 twice too fast gives erroneous result (not emulated)
Thankyou for offering to help. I've written text-buffers before, I just don't have one written for my snes-test-roms environment. With the amount of free time I have, it should easily take a day or two to code/bugfix and a day to document/proofread. While I'm coding a text-buffer, I may as well writ...
- Fri Aug 19, 2022 6:24 pm
- Forum: SNESdev
- Topic: Writing $4203 twice too fast gives erroneous result (not emulated)
- Replies: 19
- Views: 2521
Re: Writing $4203 twice too fast gives erroneous result (not emulated)
I can write a test ROM.
It will take me a week to code it. I'll need to code a text-buffer to display the results.
It will take me a week to code it. I'll need to code a text-buffer to display the results.
- Sat Aug 13, 2022 9:22 pm
- Forum: SNESdev
- Topic: Window shapes demo
- Replies: 12
- Views: 1776
Re: Window shapes demo
I have coded a precalculated non-symmetrical single-window demo. This one is a little simpler then the previous demo. There are only two code paths; one for negative x-offset (moving left) and another for positive x-offset (moving right). Splitting the code in two allowed me to preform all horizonta...
- Wed Aug 10, 2022 6:25 pm
- Forum: SNESdev
- Topic: Window shapes demo
- Replies: 12
- Views: 1776
Re: Window shapes demo
For horizontal movement with clipping, it uses indirect HDMA where the indirect table is a 256 byte buffer that contains a mapping from table to screen coordinate. This mapping can be generated with DMA memcpy and memset, basically. That is ingenious. I would never have thought of using indirect HD...
- Tue Aug 09, 2022 7:17 pm
- Forum: SNESdev
- Topic: Window shapes demo
- Replies: 12
- Views: 1776
Re: Window shapes demo
I have coded a precalculated horizontally-symmetrical single-window demo. This demo draws a double-buffered HDMA table from a list of half-width bytes with offscreen testing and clamping. To correctly preform the 8-bit clamping and offscreen tests, the DrawSymmetricalWindow subroutine is split into ...
- Mon Aug 01, 2022 6:40 am
- Forum: SNESdev
- Topic: Kulor's Guide to Mode 7 Perspective Planes
- Replies: 78
- Views: 8245
Re: Kulor's Guide to Mode 7 Perspective Planes
Very informative and useful. Thank-you for taking the time to write this guide.
- Tue Jul 26, 2022 8:37 pm
- Forum: SNESdev
- Topic: Window shapes demo
- Replies: 12
- Views: 1776
Re: Window shapes demo
I forgot to include a window-is-offscreen test to the demo. This can result in a 1-pixel line on the left or right side of the screen. The test is a simple one; if the calculated left > 255 or calculated right < 0, then the window is considered offscreen. I have decided against including an optimise...
- Fri Jul 22, 2022 4:31 am
- Forum: SNESdev
- Topic: Window shapes demo
- Replies: 12
- Views: 1776
Re: Window shapes demo
~40-65% CPU to draw a large triangle How? Isn't unrolled Bresenham reasonably fast? I never got around to fully optimising the code. There's no loop unrolling and there may be some potential optimisations I missed. I based the code off Bresenham's line drawing algorithm and it can be found here . M...
- Fri Jul 22, 2022 3:02 am
- Forum: SNESdev
- Topic: Window shapes demo
- Replies: 12
- Views: 1776
Re: Window shapes demo
Cool. I'd like to see the five-pointed star and ellipse. A non-rotated ellipse is easy, for a pre-calculated HDMA table. Multiply the left-right offset of the circle by an x-scale. If you look at my source code you'll see the formula I used for a circle, which includes an x_scale variable (which I ...
- Thu Jul 21, 2022 8:38 pm
- Forum: SNESdev
- Topic: Max Overlapping Layers
- Replies: 20
- Views: 1236
Re: Max Overlapping Layers
Wonderful demo dougeff.
I especially like how easily it shows off the layer priorities and draw-order (compared to the priority lists in the wiki).
I especially like how easily it shows off the layer priorities and draw-order (compared to the priority lists in the wiki).
- Thu Jul 21, 2022 8:05 pm
- Forum: SNESdev
- Topic: Window shapes demo
- Replies: 12
- Views: 1776
Window shapes demo
I have written some hard-coded HDMA tables that use a single window to draw some shapes onto the backdrop. I'm going to use them for a Single Window Examples page on the SNES wiki (as requested on Discord). The demo shows off a hard-coded: Rectangle Trapezium Triangle pointing right Octagon Diamond ...