Search found 264 matches
- Tue Dec 02, 2014 5:14 pm
- Forum: SNESdev
- Topic: SNES game programing help
- Replies: 68
- Views: 13458
Re: SNES game programing help
Time to put my hex lookup skills to good use. No debugger required for this job. I gave your test a go, and I triggered the collision, but not in the way you would expect. The blue square was invisible in my emulator (SNES9X 1.53) after flashing on for a single frame. The box flashed various colors ...
- Mon Nov 10, 2014 2:22 pm
- Forum: SNESdev
- Topic: Force Blank timing issue - SNES vs. higan
- Replies: 18
- Views: 8313
Re: Force Blank timing issue - SNES vs. higan
I cite http://problemkaputt.de/fullsnes.htm for this detail, which might partially explain what's going on... EXTBG is an "external" BG layer (replacing BG2???) enabled via SETINI.6. On the SNES, the 8bit external input is simply shortcut with one half of the PPUs 16bit data bus. So, when ...
- Tue Nov 04, 2014 3:51 am
- Forum: SNESdev
- Topic: Sprite windowing not working - RESOLVED
- Replies: 9
- Views: 3706
Re: Sprite windowing not working - RESOLVED
I've done that mistake before myself, actually. :oops: I've forgotten the # sign and accidentally referred to direct page. I didn't think of that myself. I also declined to comment on the last couple of lines of code, figuring your coding was sound (and then that's when I realized I didn't look clos...
- Mon Nov 03, 2014 3:02 pm
- Forum: SNESdev
- Topic: WLA SNES programming help
- Replies: 21
- Views: 8209
Re: WLA SNES programming help
I never thought about using WLA-DX for SPC700 code. I figured it was already a bad idea based off of what I heard about the compiler. I'm backing away from Wine for my own safety... personally, I don't feel like running Windows-only (I'm OK with DOS, but not Windows) applications. I'm too nervous ab...
- Mon Nov 03, 2014 8:52 am
- Forum: SNESdev
- Topic: WLA SNES programming help
- Replies: 21
- Views: 8209
Re: WLA SNES programming help
I already have a SPC700 assembler: I'm using TASM with mukunda's tab files to make the assembly work. I'm also using the DOS version for this one.
- Mon Nov 03, 2014 8:27 am
- Forum: SNESdev
- Topic: WLA SNES programming help
- Replies: 21
- Views: 8209
Re: WLA SNES programming help
Thanks for the x816 assembler! Looks like it's a DOS program, meaning I can run this with DOSBox. I'm interested in this program on the grounds that I'm not sure if I should continue using WLA DX. I attempted to go custom (which partially worked...), and there are certain instructions I wish I could...
- Sun Nov 02, 2014 8:28 am
- Forum: SNESdev
- Topic: Sprite windowing not working - RESOLVED
- Replies: 9
- Views: 3706
Re: Sprite windowing not working
I've seen the sprite masking effect in The Addams Family ~ Pugsley's Scavenger Hunt with the crystal ball level, so I know it's possible. It looks like your combined window covers 95-255, given that they overlap. Thus, sprites inside this window should end up disabled... Maybe you're writing a zero ...
- Mon Oct 06, 2014 3:13 pm
- Forum: SNESdev
- Topic: Communication protocol with S-SMP over $2140
- Replies: 18
- Views: 7648
Re: Communication protocol with S-SMP over $2140
SNESMod has a specific command to switch back to the IPL ROM, although the SNES end doesn't appear to be coded in by the developer. If you're thinking of the Nintendo sound driver, it looks like storing an $FF to $2141 in Super Mario World switches back to the IPL ROM. As for anything else... if at ...
- Mon Oct 06, 2014 11:38 am
- Forum: SNESdev
- Topic: Communication protocol with S-SMP over $2140
- Replies: 18
- Views: 7648
Re: Communication protocol with S-SMP over $2140
Some sound drivers do reset back to the IPL just to load new audio data (or they support a command that can perform this). However, you'd need a comprehensive list of what command performs this particular action for the corresponding sound driver, and not all sound drivers actually do this (so, if p...
- Sun Oct 05, 2014 7:52 am
- Forum: SNESdev
- Topic: Ideal size for homebrew.
- Replies: 13
- Views: 4559
Re: Ideal size for homebrew.
I like to think of memory as being cheap, but personally, even if memory is cheap... that doesn't mean it's cheap for all of the other users (nor does it mean you can ship your games through the internet that much faster, as I'm still nervous about online storage... there's more than just offline fa...
- Fri Oct 03, 2014 10:02 am
- Forum: SNESdev
- Topic: Ideal size for homebrew.
- Replies: 13
- Views: 4559
Re: Ideal size for homebrew.
I have a few concepts laying around on my end for SNES games. For one of them, the soundtrack alone takes up a whopping 8 megabits (and a key reason for that lies in its extremely large number of tracks, which even go farther than what Earthbound has). I have yet to do any real programming for these...
- Sun Jul 27, 2014 8:20 pm
- Forum: SNESdev
- Topic: BGMODE or parameter changes during scanline
- Replies: 123
- Views: 36247
Re: BGMODE or parameter changes during scanline
Excellent. Now I can give in to temptation to have more than one zoom level per scanline... :D I can see why there is chaos when the BGMODE is being changed mid-scanline. There's only four cycles per dot, and it looks like the effects are near-instantaneous or instantaneous once the register is writ...
- Fri Jul 18, 2014 9:14 am
- Forum: SNESdev
- Topic: PVsneslib - SNES JUKEBOX
- Replies: 69
- Views: 23498
Re: PVsneslib - SNES JUKEBOX
Simple: the fadeout (found in the instrument area) value is your culprint. SNESMod instantly fades out the samples instead of using the value on note off.
I never touch the fadeout for that reason, actually. Plus, I prefer using actual volume envelopes instead.
I never touch the fadeout for that reason, actually. Plus, I prefer using actual volume envelopes instead.
- Fri Jul 18, 2014 8:33 am
- Forum: SNESdev
- Topic: PVsneslib - SNES JUKEBOX
- Replies: 69
- Views: 23498
Re: PVsneslib - SNES JUKEBOX
Converting the IT, the biggest songs that i could convert are about 110 KB, I don't know if your song would fit without downsampling :) This is my proof that this works as actual SNES music without downsampling (as in, I used that exact same .it file to make this .spc file): Wants Rock Badly .spc f...
- Thu Jul 17, 2014 8:04 pm
- Forum: SNESdev
- Topic: PVsneslib - SNES JUKEBOX
- Replies: 69
- Views: 23498
Re: PVsneslib - SNES JUKEBOX
Most of these songs I haven't heard of being converted to the SNES before... but three of them were previously utilized. One of the songs you have, Satellite One, was used in the XMSNES demonstration ROM (so this is just a different sound driver). On a different note, Pollen Resurrection is actually...