Search found 25 matches
- Thu May 11, 2017 9:54 am
- Forum: SNESdev
- Topic: Looking for a snesgss musician to reproduce songs and sfx
- Replies: 0
- Views: 3750
Looking for a snesgss musician to reproduce songs and sfx
Hi, I'm currently working on a port of Kung Fu Master for the snes. My sound engine is snesgss. I'm looking for someone to replicate the songs and sfx from the arcade to the snesgss engine. I have a small amount of money to offer directly and a bonus if the game get physically released one day. More...
- Wed Apr 26, 2017 8:26 am
- Forum: SNESdev
- Topic: Super NES EMULATOR SE dev question
- Replies: 32
- Views: 13265
Re: Super NES EMULATOR SE dev question
in your code you have : VBlank: ; Wait until the joypad input can be read lda #HVBJOY_JOYREADY w01 and HVBJOY cmp #HVBJOY_JOYREADY bne w01 Could you try to change that to : VBlank: ; Wait until the joypad input can be read lda HVBJOY w01 and #HVBJOY_JOYREADY cmp #HVBJOY_JOYREADY bne w01 and change H...
- Wed Apr 26, 2017 7:38 am
- Forum: SNESdev
- Topic: Super NES EMULATOR SE dev question
- Replies: 32
- Views: 13265
Re: Super NES EMULATOR SE dev question
Is there a way to ouput something else than .isx format ?
- Wed Apr 26, 2017 5:39 am
- Forum: SNESdev
- Topic: Super NES EMULATOR SE dev question
- Replies: 32
- Views: 13265
Re: Super NES EMULATOR SE dev question
Can you post the rom ? Might be easier to analyze ...
Also great to see that some owner of the SE devkit are really using it ! <3
Also great to see that some owner of the SE devkit are really using it ! <3
- Tue Aug 30, 2016 4:33 am
- Forum: SNESdev
- Topic: SD2SNES, sending rom over USB?
- Replies: 34
- Views: 16347
Re: SD2SNES, sending rom over USB?
I would not mind to have access so I can make a osx build.saturnu wrote:if someone really needs to improve this for personal needs, i can upload the source to my github account. ^^
- Tue Aug 30, 2016 3:24 am
- Forum: SNESdev
- Topic: SD2SNES, sending rom over USB?
- Replies: 34
- Views: 16347
Re: SD2SNES, sending rom over USB?
Hi, a year ago i patched the sd2snes firmware for usb uploads. Yesterday i posted a link on another forum and sanni reminded me, that here is an active thread on this topic, too. It's a good idea to have the USART Adapter connected as well for debug outputs. ^^ You should do a merge request to inte...
- Fri Jul 15, 2016 5:31 am
- Forum: SNESdev
- Topic: Problem with Tiles in VRAM $0000
- Replies: 4
- Views: 2076
Re: Problem with Tiles in VRAM $0000
Naaah ... just wanted to keep some mistery ^^ HahahahaEspozo wrote:You can't just say Kung-Fu Master?lint wrote: known arcade game
- Fri Jul 15, 2016 5:12 am
- Forum: SNESdev
- Topic: Problem with Tiles in VRAM $0000
- Replies: 4
- Views: 2076
Re: Problem with Tiles in VRAM $0000
Oooooh thanks a lot ... I wasn't even aware that "offset-per-tile" existed ... now I see it everywhere in documentation :p
Going to fix that by sticking to mode 1.
Thanks again !
Going to fix that by sticking to mode 1.
Thanks again !
- Fri Jul 15, 2016 4:00 am
- Forum: SNESdev
- Topic: Problem with Tiles in VRAM $0000
- Replies: 4
- Views: 2076
Problem with Tiles in VRAM $0000
Hi, I'm currently developing a port of a known arcade game for the Snes. It's been a few days that i have a really strange issue when i use adress $0000 in VRAM for my tiles. Here is a screenshot : http://images.antihero.org/distorted.png If i put my Tiles in $2000 in VRAM everything is looking good...
- Fri Jun 17, 2016 11:43 am
- Forum: SNESdev
- Topic: Robin Hood like game for SNES
- Replies: 53
- Views: 13733
Re: Robin Hood like game for SNES
funny to see that is doable on real retro console ...
- Fri Jun 17, 2016 10:29 am
- Forum: SNESdev
- Topic: Robin Hood like game for SNES
- Replies: 53
- Views: 13733
Re: Robin Hood like game for SNES
Anyone got the rom of that game ? seems cool ... even the modern 8/16 bit GFX
- Wed Jun 15, 2016 6:28 am
- Forum: SNESdev
- Topic: animation scheme for next game
- Replies: 19
- Views: 7062
Re: animation scheme for next game
Ok so your gain is just dividing dma setup for sprite by 2... it's really what is slowing down your game ?
Can you explain what you consider a VRAM slot ? and why 2 x 16x16 sprites ?
Can you explain what you consider a VRAM slot ? and why 2 x 16x16 sprites ?
- Wed Jun 15, 2016 5:13 am
- Forum: SNESdev
- Topic: animation scheme for next game
- Replies: 19
- Views: 7062
Re: animation scheme for next game
Each VRAM slot be the size of 2 16x16 sprites I don't see how it fixes : 1) uploading a lot of individual 16x16 causes a lot of DMA overhead. My game is barely keeping everything within vblank. Can you elaborate a bit ? So i can get it. Anyway a sprite engine on snes will almost always depend on th...
- Fri Jun 10, 2016 3:08 am
- Forum: SNESdev
- Topic: Cannot get sprites to display
- Replies: 12
- Views: 3955
Re: Cannot get sprites to display
koitsu : At first i tough that myself too, then I saw the last line of the code provided : DISPLAY_REG is only copied to $2100 during vblank My point is that I think that NMI isnt even enabled (cause it have to be done during forced V-Blank), so DISPLAY_REG value is never copied into $2100. snes9x d...
- Fri Jun 10, 2016 1:49 am
- Forum: SNESdev
- Topic: Cannot get sprites to display
- Replies: 12
- Views: 3955
Re: Cannot get sprites to display
Don't you have to enable NMI during V-Blank (or forced V-Blank) ?