Search found 2881 matches

by dougeff
Wed Jan 05, 2022 2:55 pm
Forum: Newbie Help Center
Topic: Level data limit
Replies: 1
Views: 138

Re: Level data limit

Relevant thread on this topic...

viewtopic.php?t=15243
by dougeff
Mon Jan 03, 2022 5:28 pm
Forum: NES Music
Topic: asm file with a dcm sample?
Replies: 6
Views: 261

Re: asm file with a dcm sample?

speech_lo...

It looks like a pointer to the data stream. For a pointer to work (mode = indirect indexed with y) you need 2 zeropage variables, the first is the LSB the second is the MSB

.segment "ZEROPAGE"

speech_lo: .res 1
speech_hi: .res 1
by dougeff
Sat Jan 01, 2022 8:19 am
Forum: NES Music
Topic: VRC7 Instruments - Lagrange Point
Replies: 3
Views: 188

Re: VRC7 Instruments - Lagrange Point

I had a hard time deciding what to name each instrument. You might disagree with my descriptions.

Also, I haven't got around to figuring out which song used which custom instrument.
by dougeff
Sat Jan 01, 2022 8:17 am
Forum: NES Music
Topic: VRC7 Instruments - Lagrange Point
Replies: 3
Views: 188

Re: VRC7 Instruments - Lagrange Point

And here are the presets (and hidden drum presets) (from wiki) 0 | -- -- -- -- -- -- -- -- | (Custom Patch) 1 | $03 $21 $05 $06 $E8 $81 $42 $27 | Buzzy Bell 2 | $13 $41 $14 $0D $D8 $F6 $23 $12 | Guitar 3 | $11 $11 $08 $08 $FA $B2 $20 $12 | Wurly 4 | $31 $61 $0C $07 $A8 $64 $61 $27 | Flute 5 | $32 $2...
by dougeff
Sat Jan 01, 2022 8:16 am
Forum: NES Music
Topic: VRC7 Instruments - Lagrange Point
Replies: 3
Views: 188

VRC7 Instruments - Lagrange Point

VRC7 audio has 15 presets and 1 blank / custom instrument available. Lagrange Point used a unique custom instrument for each song (I think it reuses one of them). I found the table of settings and it actually contains over 90 instruments, so... most of them were unused in the game music. (I can't be...
by dougeff
Wed Dec 29, 2021 6:17 am
Forum: NESdev
Topic: Is there an assembler that supports unit testing?
Replies: 15
Views: 863

Re: Is there an assembler that supports unit testing?

If timing / efficiency is important...

MESEN has a "performance profiler" tool that tells you the average cycles of each function that is called.

Put the test code in a subroutine.

Have the main loop call it every frame.
by dougeff
Fri Dec 24, 2021 11:00 am
Forum: NESdev
Topic: Structuring enemy behavior
Replies: 9
Views: 661

Re: Structuring enemy behavior

When I looked at the source code of Galaga, it didn't work at all like I thought. Every enemy object is assigned a function pointer, and that function pointer was changed every time they needed a swarm to come down, and changed back when it needed to hover. There are a series of flags and decision t...
by dougeff
Sun Dec 05, 2021 9:31 am
Forum: Test Forum
Topic: A test post
Replies: 10
Views: 1065

Re: A test post

Test.
by dougeff
Mon Jun 21, 2021 6:00 am
Forum: SNESdev
Topic: SNES programming Videos
Replies: 58
Views: 33219

Re: SNES programming Videos

thanks
by dougeff
Mon Jun 21, 2021 5:42 am
Forum: SNESdev
Topic: Need guidance with nes to snes. UPDATE: Port Complete of Mega Man IV + MSU-1
Replies: 335
Views: 92389

Re: Need guidance with nes to snes.

is scanline zero always blank? I don't remember reading that anywhere.
by dougeff
Sun Jun 20, 2021 7:30 pm
Forum: SNESdev
Topic: SNES programming Videos
Replies: 58
Views: 33219

Re: SNES programming Videos

Re: your github and YouTube Code without a license is considered all rights reserved, no part can be copied or reproduced without explicit permission of the copyright holder. So, I'm asking explicitly, can I copy parts of your code for another github project(s), which have MIT licenses, and I will g...
by dougeff
Sun Jun 20, 2021 1:14 pm
Forum: SNESdev
Topic: Need guidance with nes to snes. UPDATE: Port Complete of Mega Man IV + MSU-1
Replies: 335
Views: 92389

Re: Need guidance with nes to snes.

Make the table longer, if > 127

You mentioned the scroll high byte is always zero?

I'm wondering, if the original game is vertically scrolling, isn't it 2 screens tall? In that case the SNES version should also be 2 screens tall, and the high byte of the vertical scroll should some times be 1.
by dougeff
Sun Jun 20, 2021 6:31 am
Forum: SNESdev
Topic: Need guidance with nes to snes. UPDATE: Port Complete of Mega Man IV + MSU-1
Replies: 335
Views: 92389

Re: Need guidance with nes to snes.

You are correct, 94143. I guess what I wrote was way off. I ran some tests, just to confirm. Once you enable HDMA, it runs every frame and resets the table automatically, just before drawing the first scanline. The first value in the table is transferred before the wait (not after), and affects even...
by dougeff
Sat Jun 19, 2021 9:52 am
Forum: SNESdev
Topic: Need guidance with nes to snes. UPDATE: Port Complete of Mega Man IV + MSU-1
Replies: 335
Views: 92389

Re: Need guidance with nes to snes.

If you are using 239 pixel high screens, I think the HDMA would work like this. You will be hdma-ing to $210e, an 8 bit, write twice register. You set the HDMA to point to a 4 byte table: 1=# of lines to wait 2,3= y scroll values 4= 0 (end of table) so, during NMI, you will set the y scroll for the...
by dougeff
Tue May 25, 2021 12:00 pm
Forum: SNESdev
Topic: Need guidance with nes to snes. UPDATE: Port Complete of Mega Man IV + MSU-1
Replies: 335
Views: 92389

Re: Need guidance with nes to snes.

I don't know if offset per tile is a good idea any more. Maybe just a mid screen Y scroll change done with either an IRQ or a HDMA would be easier.

But you would have to adjust it every frame.