Search found 9 matches

by Cisra
Mon Feb 25, 2019 3:40 pm
Forum: SNESdev
Topic: Several meta sprites on screen
Replies: 15
Views: 11519

Re: Several meta sprites on screen

dougeff wrote:16 banks = 0x10.

That means you can access the ROM either by bank numbers 0 - 0x0f or 0x80 - 0x8f.

There isn't a bank 0x90, if your ROM size is 512k.
I really don't know what I was thinking...

EDIT: but this still does not explains how I managed to use banks 0x88 and 0x89 when ROM size was 256kb
by Cisra
Mon Feb 25, 2019 3:27 pm
Forum: SNESdev
Topic: Several meta sprites on screen
Replies: 15
Views: 11519

Re: Several meta sprites on screen

With a help of a friend he found a solution: my lorom was set to be 256kb and the banks I used for storing sprite tiles were invalid. Simply putting them in lower banks solved the problem with emulators. Even when I changed ROM size the problem with storing data in banks 0x90+ persists. If I load an...
by Cisra
Sun Feb 24, 2019 3:48 pm
Forum: SNESdev
Topic: Several meta sprites on screen
Replies: 15
Views: 11519

Re: Several meta sprites on screen

calima wrote:He's using a MegaCat-internal SNES port of that; it can't be posted here.
Something like that.

I'm more interested in second part of my question: has anyone experienced different outcomes on different emulators.
by Cisra
Sun Feb 24, 2019 9:29 am
Forum: SNESdev
Topic: Several meta sprites on screen
Replies: 15
Views: 11519

Re: Several meta sprites on screen

That is a nes Lib, I'm honestly surprised it got you that far. I would imagine you can't really use it and you need a SNES lib, unless it has some hidden SNES support mode? But from what you are describing, its sounds like it is trashing the wrong registers/locations in VRAM, which would be expecte...
by Cisra
Sun Feb 24, 2019 6:32 am
Forum: SNESdev
Topic: Several meta sprites on screen
Replies: 15
Views: 11519

Several meta sprites on screen

Hello, I'm using cc65 for developing SNES game (please do not comment on cc65 as I know it does not use full capabilities of SNES). I'm having problem on putting several meta sprites on screen simultaneously. I'm sure they are properly loaded to ROM and VRAM and when I try to draw one meta sprite ev...
by Cisra
Tue Feb 05, 2019 4:43 am
Forum: SNESdev
Topic: Snes tile map tool
Replies: 10
Views: 10286

Re: Snes tile map tool

YY-char has options like bg set and than you have to manually add tile by tile and export it as .nam file but the grid is too wide and I need to, also manually, delete 0x00 values that should not be there . (This is the only way I found to use yychr for my purpose). What I need is something that cou...
by Cisra
Mon Feb 04, 2019 5:00 pm
Forum: SNESdev
Topic: Snes tile map tool
Replies: 10
Views: 10286

Snes tile map tool

Is there any tool to generate 4bpp tile map hexadecimal values which are indexes of tiles? I'm currently using superfamiconv which gives me a tile map but when I use it it gives me garbage on screen. Also I've noticed when I export it as an C array it is by far larger than some arrays from my exampl...
by Cisra
Mon Jan 28, 2019 3:07 am
Forum: SNESdev
Topic: Snes cc65
Replies: 29
Views: 18480

Re: Snes cc65

Thank you all for your answers. It is my first time doing something on SNES so I'm not yet familiar with all of that terminology. I will sure do more research on what you all said.
I'm asked to do it in cc65 so I suppose that the speed is not something that concerns the one who game this project.
by Cisra
Sun Jan 27, 2019 6:37 pm
Forum: SNESdev
Topic: Snes cc65
Replies: 29
Views: 18480

Snes cc65

Hello, I was wondering can anyone give me some advice or past experience on cc65 and SNES programming? I have a game that is developed in cc65 for NES and was asked to do it for SNES also with cc65. Searching the internet I found little to none information about cc65 and SNES programming. Also I was...