Search found 160 matches
- Thu Jul 16, 2020 8:30 am
- Forum: Homebrew Projects
- Topic: Hell x Machina
- Replies: 20
- Views: 16521
Re: My Untitled Platformer
Thank you for testing!!! :) How’s the gameplay? Somewhat fun, I hope. :mrgreen: If you get stuck, use debug mode to change the player position. Gameplay is very limited now, but existing things feel good. I always test on Nestopia and MESEN so that bug slipped through. I’ll try to figure it out. :)...
- Thu Jul 16, 2020 8:21 am
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85095
Re: SNES Doom Source Released! Now What?
Loool. He used assembler to write RIPDOOM for Amiga. Assembler too. C code (right now) is used to generate precalculated tables (like sin/cos) only! Lol. I think it's because of 'double' math support. :) Right now project heavily uses 3 kinds of assembler for 3 different CPUs and a little bit C for ...
- Thu Jul 16, 2020 7:42 am
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85095
Re: SNES Doom Source Released! Now What?
Phase two adds a lot of new files: https://github.com/RandalLinden/DOOM-FX
- Thu Jul 16, 2020 5:05 am
- Forum: Homebrew Projects
- Topic: Hell x Machina
- Replies: 20
- Views: 16521
Re: My Untitled Platformer
As I wrote in previous topic: looks very cool!
But this image hangs up at startup (grey screen) in FCEUX. It works well in Mesen. However not wotking in FCEUX is bad sign. I bet there is some bug in startup code.
But this image hangs up at startup (grey screen) in FCEUX. It works well in Mesen. However not wotking in FCEUX is bad sign. I bet there is some bug in startup code.
- Tue Jul 14, 2020 10:04 pm
- Forum: General Stuff
- Topic: SNES Doom development, Randy Linden
- Replies: 26
- Views: 15446
Re: SNES Doom development, Randy Linden
vectors.a contains vectors tables for CPU and SuperFX (GSU)
bank00.a contains initialization (RESET0 vector). which goes to init.a with RESET proc.
Looks like GSU handles all interrupts (???).
bank00.a contains initialization (RESET0 vector). which goes to init.a with RESET proc.
Looks like GSU handles all interrupts (???).
- Tue Jul 14, 2020 9:33 pm
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85095
Re: SNES Doom Source Released! Now What?
AFAIR Randy made it's own toochain to compile all this stuff (including asm for SuperFX) and this is why this release of sources are marked as 'phase 1'.
Because there will be 'phase 2' or more with tools and compilers.
The problem is (AFAIR again) they are for some Amiga PC.
Because there will be 'phase 2' or more with tools and compilers.
The problem is (AFAIR again) they are for some Amiga PC.
- Tue Jul 14, 2020 7:04 pm
- Forum: General Stuff
- Topic: SNES Doom development, Randy Linden
- Replies: 26
- Views: 15446
Re: SNES Doom development, Randy Linden
COOL! I'm going to look at this...
- Mon Jul 13, 2020 2:44 am
- Forum: NESdev
- Topic: [SOLVED] Famitone2 - MMC3 banked songs
- Replies: 20
- Views: 7299
- Fri Jul 10, 2020 5:23 pm
- Forum: NESdev
- Topic: [SOLVED] Famitone2 - MMC3 banked songs
- Replies: 20
- Views: 7299
Re: Famitone2 - MMC3 banked songs
... PS: I don't like the way famitone, neslib and crt0 depend on each other, so I might try to do some clean-up next week. Yes, it is what I want to recommend. neslib has interface/link to famitone2, so you should carefully choose how to modify all of it for MMC3. I would make minimal architecture ...
- Fri Jul 10, 2020 7:11 am
- Forum: NESdev
- Topic: [SOLVED] Famitone2 - MMC3 banked songs
- Replies: 20
- Views: 7299
Re: Famitone2 - MMC3 banked songs
Hm... neslib calls FamiToneUpdate itself. So you do not need to call it manually at all.
Just remove setting nmi_handler and tempo will be ok. However music sounds bad, but I don't know if it just online emulator fault.
Just remove setting nmi_handler and tempo will be ok. However music sounds bad, but I don't know if it just online emulator fault.
- Fri Jul 10, 2020 6:51 am
- Forum: NESdev
- Topic: [SOLVED] Famitone2 - MMC3 banked songs
- Replies: 20
- Views: 7299
- Wed Jul 08, 2020 11:36 pm
- Forum: NESdev
- Topic: I accidentally discovered what Double Dribble was probably intended to sound like.
- Replies: 35
- Views: 24589
Re: I accidentally discovered what Double Dribble was probably intended to sound like.
It's not as epic as Aliens: Colonial Marines bug ( https://www.pcgamesn.com/aliens-colonial-marines-collection/aliens-colonial-marines-ai-bug-fix ), but it's really cool. :) And I wonder - many games with exclusive DCPM fragments have very dirty sounds. 'Kawabanga' in TMNT (2?) for example. These co...
- Wed Jul 08, 2020 10:10 am
- Forum: NESdev
- Topic: [SOLVED] Famitone2 - MMC3 banked songs
- Replies: 20
- Views: 7299
Re: Famitone2 - MMC3 banked songs
Also, note, that if you are using DCPM channel you must place DCPM data into correct segment using second MMC3 layout. Look in famitone2 documentation for details.
- Wed Jul 08, 2020 10:02 am
- Forum: NESdev
- Topic: [SOLVED] Famitone2 - MMC3 banked songs
- Replies: 20
- Views: 7299
Re: Famitone2 - MMC3 banked songs
I write directly in assembler, so I do not know C details. But famitone2 make it easy in it's heart: you just need to switch to this bank before calls to famitone functions. And important one: famitone_update. So, looking at these code: nmi_set_callback(famitone_update); I think you should do some t...
- Fri Jul 03, 2020 7:39 am
- Forum: General Stuff
- Topic: SNES Doom development, Randy Linden
- Replies: 26
- Views: 15446
Re: SNES Doom development, Randy Linden
I think it is very interesting topic/theme. But Randy Linden still didn't publish code and this is sad. Definitely I want to see it and do some analysis (but I do not plan to do some serious work/research). Moreover, I think Doom community is strong (I am part of it as gamer and I complete tops of '...