Search found 591 matches

by tomaitheous
Mon Dec 01, 2008 4:50 pm
Forum: SNESdev
Topic: "Yo! Help me out here!" Snes
Replies: 19
Views: 10841

I think I have read a version of this already, one guy called Nodtveidt on Pete's QB Site pointed it to me when I was teaching him what MD really is :) I will need to copy your organization, its nice and clean compared ot the mess I have written about MD :P Old Nodt, ehh? I didn't know he had the l...
by tomaitheous
Wed Nov 26, 2008 3:11 pm
Forum: NESdev
Topic: Thoughts on doing a (NES) music engine...
Replies: 8
Views: 3748

I was looking over the extend MML player for the PCE CD system. I'm totally into writing my own non standard MML engine (I've done trackers and such in the past). You're idea looks similar to the MML design. Is that what you're trying to go for?
by tomaitheous
Wed Nov 26, 2008 10:56 am
Forum: SNESdev
Topic: "Yo! Help me out here!" Snes
Replies: 19
Views: 10841

Do you have a preview of it already? I do :D - http://pcedev.net/PCE_asm_tutorials/pce_asm_tutorial_WIP.txt Though it's been a couple of months since I did some more work on it. But I plan to write the next chapter soon (have had some requests). Next chapter will be more hands on of the assembler a...
by tomaitheous
Sun Nov 23, 2008 9:43 pm
Forum: SNESdev
Topic: "Yo! Help me out here!" Snes
Replies: 19
Views: 10841

Wow. I don't even know the first thing about this. Even if I knew the assembly language I don't think I'd know how to compile. So somone please link a step by step tutorial. This is something I can't figure out on my own. I've figured out pretty much everything else on my own. So where do I start? ...
by tomaitheous
Sun Nov 16, 2008 10:00 pm
Forum: NESdev
Topic: Thoughts on doing a (NES) music engine...
Replies: 8
Views: 3748

I talked about table of commands, which mean pointer to table of pointer to subroutine, that is, I just can't interleve addresses with indirect indexed addressing. The NMOS version of the 65x doesn't have JMP [table,x]. That's on the CMOS version and other variants. If you want a subroutine table, ...
by tomaitheous
Thu Nov 13, 2008 1:44 pm
Forum: NESdev
Topic: Roughly how many cycles can I budget for nametable updates?
Replies: 14
Views: 6099

Why not end the display early? Do you need all 240 scanlines? Clip it around 232 and gain another 900+ cycles for vblank area.
by tomaitheous
Wed Nov 12, 2008 8:35 am
Forum: NESdev
Topic: What's the fastest way to write repeating data to the PPU?
Replies: 5
Views: 2993

Change the LDA ZP to LDA #IMM and use self modifying code. I don't think you can get any faster than that. Just prep the code at a point that isn't crucial. If the writes to vram are variable in number, then make a system to keep track of where you put the RTS code, so that you can undo it to recrea...
by tomaitheous
Mon Oct 27, 2008 3:30 pm
Forum: SNESdev
Topic: A blog post...
Replies: 2
Views: 3180

A blog post...

http://dailly.blogspot.com/2008/10/past-tools.html Always love to see when old coders post about stuff they used to work on. He's still coding now for what looks a like a hobby thing - mostly c64 stuff though at the moment. I'm sure some of you guys already know about Mike Dailly, but I'd figure I'd...
by tomaitheous
Sun Oct 26, 2008 11:01 am
Forum: NESemdev
Topic: I just dumped my Wii's flash memory
Replies: 57
Views: 45563

But would most players rather have NTSC filtering + scanlines, or would they rather have Scale2x in glorious 480 Pee? I hate Scale2x. NTSC filtering + scanlines for me please. Who needs glorious NTSC filtering when you have the lovely yellow composite cable to hook it up to an NTSC TV ? Last I chec...
by tomaitheous
Wed Oct 22, 2008 8:41 pm
Forum: SNESdev
Topic: Snes9x Sound
Replies: 17
Views: 11993

You're probably not being objective here, and the emulator was meant to be accurate, not to be a good tool to play games with. If you want to play game you'd want a faster and more user friendly emulator like SNES9x or ZSNES. Hehe. I'm sure byuu had a good laugh at your response. Do you know who by...
by tomaitheous
Tue Oct 21, 2008 8:45 am
Forum: NESdev
Topic: Why didn't you so loooong... too many years!!!
Replies: 50
Views: 19921

Are you guys keeping him around for entertainment? :o (Not that it bothers me)

I dunno. He comes off as faking his "broken" English. He's just messing with you guys.
by tomaitheous
Sun Oct 12, 2008 10:15 pm
Forum: SNESdev
Topic: MAD-1 and MAD-2 info
Replies: 6
Views: 6578

I've got Pilotwings open and it uses discrete logic. It has a 74HC04 (hex inverter?) and 74LS139 (dual 1-of-4 decoder?). I'm guessing the '139 is used the same way as in other carts, to decode the chip select for the ROM and DSP, and the '04 is used for the crystal oscillator that clocks the DSP. I...
by tomaitheous
Wed Oct 08, 2008 4:49 pm
Forum: SNESdev
Topic: New homebrewn SNES game released - N-Warp Daisakusen
Replies: 43
Views: 21948

Of Course you could just stick a powerful little ARM chip in there and just bit-bang all the video hardware while the CPU sleeps...
I'm curious how you're going to drive the same address/data bus that the sCPU is attached to without physically burning it out? Is sCPU address/data driver buffered?
by tomaitheous
Wed Oct 08, 2008 3:09 pm
Forum: NESdev
Topic: Thoughts on doing a platformer...
Replies: 28
Views: 9989

Well I've never see a programm to split arrays into multiple arrays. I agree it could be good to split arrays if it really increase performance. A 3-byte saving or a 3 clcok cycles per frame saving is probably not worth the trouble, tough. You'd just write a small console app yourself to do it. Not...
by tomaitheous
Thu Oct 02, 2008 2:04 pm
Forum: NESdev
Topic: Map data and compression for scrollable map?
Replies: 59
Views: 18931

LZ77 isn't as efficient as LZSS. Having to encode uncompressed data with run lengths can really bulk up smaller runs of data. I like LZSS +1bit per element of uncompress data method better. I don't think I've actually used the original spec of LZ77. Not so much for NES, but SNES, Genesis, and Turbo ...