Search found 264 matches

by KungFuFurby
Sun Jul 26, 2015 7:22 pm
Forum: SNESdev
Topic: How do you know if your code is structured well enough?
Replies: 55
Views: 11159

Re: How do you know if your code is structured well enough?

I think of dforce3000 (N-Warp Daisauksen) and mukunda (Skipp and Friends), actually, when I think of source code. I have my own v-blank routines, but it's under construction (and currently abandoned). It's functional enough that it can make graphics appear on the screen, but I haven't been able to d...
by KungFuFurby
Thu Jul 23, 2015 7:00 am
Forum: SNESdev
Topic: SPCs that make heavy use of Echo feature
Replies: 13
Views: 4142

Re: SPCs that make heavy use of Echo feature

You rang on the noise generator? I've got a couple of tracks for you to test that magic on (one of them is rather quick with the noise and it's a one-shot deal, but it's good enough):

Air Cavalry ~ Good Luck and Good Hunting

Equinox ~ Title (Short Intro)
by KungFuFurby
Thu Jul 16, 2015 6:36 pm
Forum: SNESdev
Topic: SPCs that make heavy use of Echo feature
Replies: 13
Views: 4142

Re: SPCs that make heavy use of Echo feature

I really don't know which SNES games would even contain the use of FIR tap filters... we'll start here. Ren and Stimpy ~ Time Warp (Big House Blues, Tocatta and Fugue, Continue & Game Over, Night on Bald Mountain) And now... the Cheetahmen. Yes, these are my own tracks. https://app.box.com/s/2f5...
by KungFuFurby
Wed Jul 15, 2015 8:10 am
Forum: SNESdev
Topic: Delay between key off and key on
Replies: 4
Views: 2505

Re: Delay between key off and key on

Alright, that will do the trick then.

Yeah, I think that would work for the triangle wave by setting the pitch to zero.
by KungFuFurby
Wed Jul 15, 2015 7:47 am
Forum: SNESdev
Topic: Delay between key off and key on
Replies: 4
Views: 2505

Re: Delay between key off and key on

Here's my understanding from here: http://problemkaputt.de/fullsnes.htm#snesapudspcontrolregisters The interesting thing is that you're most likely not going to get any artifacts because the envelopes go to zero regardless of ADSR and gain settings. The SPC700 is more prone to your usual clicks and ...
by KungFuFurby
Tue Jul 14, 2015 7:32 am
Forum: SNESdev
Topic: SPCs that make heavy use of Echo feature
Replies: 13
Views: 4142

Re: SPCs that make heavy use of Echo feature

Oh, snap! That's my mistake... The Simpsons: Bart's Nightmare uses the FIR filter feature. Hey, at least I got your first set of testing files for that particular echo feature.
by KungFuFurby
Mon Jul 13, 2015 7:35 am
Forum: SNESdev
Topic: SPCs that make heavy use of Echo feature
Replies: 13
Views: 4142

Re: SPCs that make heavy use of Echo feature

I nominate for your testing pleasure... Addams Family (the entire soundtrack, and you even have a few variations in the EDL!) Fire Striker (Staff Roll) Itou Hatasu Rokudan no Shougi Doujou (the entire soundtrack) Harapeko Bakka/Hungry Dinosaurs (the entire soundtrack) Super Mahjong 3: Karakuchi (Los...
by KungFuFurby
Wed Jun 17, 2015 8:06 pm
Forum: SNESdev
Topic: Hardware limits on simultaneous special chip use?
Replies: 37
Views: 7312

Re: Hardware limits on simultaneous special chip use?

I actually investigated the RAM directly in Dirt Racer and Dirt Trax FX via SNES9X's RAM lookup function (I didn't have the debugger due to a platform incompatibility)... it was much harder for me to do Dirt Racer, because I had to outright look up the RAM for the music routines. Needless to say, fo...
by KungFuFurby
Wed Jun 17, 2015 6:13 pm
Forum: SNESdev
Topic: Hardware limits on simultaneous special chip use?
Replies: 37
Views: 7312

Re: Hardware limits on simultaneous special chip use?

Dirt Racer for the SNES loaded to at least $7E8000-$7EFFFF (or something along those lines). This game gets props because the code appears to be loaded in fragments... and certain parts of it are definitely not as easy to find as you think they would be. I also discovered $7F0000-$7Fxxxx being used ...
by KungFuFurby
Fri Jun 12, 2015 10:22 am
Forum: SNESdev
Topic: Mode 7 rotation and masking sprites for landmarks
Replies: 20
Views: 6668

Re: New SNES game in development: Furry RPG (working title)

If memory serves me right, Yadamon Wonderland Dreams uses mode 7 in its opening (and I believe the ending sequence).
by KungFuFurby
Fri Jun 12, 2015 6:09 am
Forum: SNESdev
Topic: Mode 7 rotation and masking sprites for landmarks
Replies: 20
Views: 6668

Re: New SNES game in development: Furry RPG (working title)

I think Maka Maka has a Mode 7 world map... at least from what little of the game I played.
by KungFuFurby
Wed May 27, 2015 1:54 pm
Forum: SNESdev
Topic: bsnes-plus and xkas-plus (new debugger and assembler)
Replies: 210
Views: 196726

Re: bsnes-plus and xkas-plus (new debugger and assembler)

Your framework makes sense when the BRK opcode is misused for something else other than acting as a breakpoint (the WDM opcode, on the other hand, is executed as a two-byte NOP instruction by the processor, and you can make it "emulate" a breakpoint of whatever type you desire... if you ke...
by KungFuFurby
Sat May 23, 2015 6:10 am
Forum: SNESdev
Topic: Question on tile animation
Replies: 53
Views: 13841

Re: Question on tile animation

Thank you 93143, for explaining the LoROM HiRom. That explains why I need to do 8000 bytes at a time for dma/vram transfer. Better revise that to 32,768 bytes for the convenience for our readers (which is $8000 bytes in hexadecimal). Reduces confusion that way (I sometimes end up doing that myself)...
by KungFuFurby
Fri May 22, 2015 5:30 pm
Forum: SNESdev
Topic: Question on tile animation
Replies: 53
Views: 13841

Re: Question on tile animation

For Demon's Crest, I think it's a combination of deleting pixels in VRAM and a per-scanline effect of modifying the BG scroll registers (for Dragon View, the sprite may have been transferred to a background layer, too... although it may also be rendering the effect, too on a per-line basis, although...
by KungFuFurby
Thu May 21, 2015 2:51 pm
Forum: SNESdev
Topic: Now you're playing with gauss!
Replies: 44
Views: 13077

Re: Now you're playing with gauss!

Native SPC700 syntax is Z80-like to my eyes, actually.

The IPL boot routine by default initializes the stack pointer to $EF. I also think the stack pointer should have wraparound implemented.