Search found 591 matches

by tomaitheous
Tue Sep 30, 2008 4:41 pm
Forum: NESdev
Topic: Map data and compression for scrollable map?
Replies: 59
Views: 18931

I simply meant a static dictionary coder, whatever the proper term for that may be. I've seen similar token style setups like that. A string is replaced with a token that points to the source location / dictionary instance (ROM). The first instance in memory has a terminator at the end of it. On a ...
by tomaitheous
Tue Sep 30, 2008 1:13 pm
Forum: NESdev
Topic: Map data and compression for scrollable map?
Replies: 59
Views: 18931

I offer my sliding-window compressor as well, if anyone is interested. It decompresses quite a bit faster than Pucrunch or Exomizer and gets compression rates somewhere between the two.
I'm always on the look out for different compression schemes and variants :D Got a link?
by tomaitheous
Mon Sep 29, 2008 11:12 pm
Forum: NESdev
Topic: Map data and compression for scrollable map?
Replies: 59
Views: 18931

My goal right now is not to get the most optimal compression. My goal is to get a reasonable trade-off between size and decompression speed and jump into actual scrolling and character actions (jumping, fighting, interacting with objects, etc...) You could setup the decompression routine as somethi...
by tomaitheous
Sun Sep 28, 2008 5:31 pm
Forum: NESdev
Topic: Map data and compression for scrollable map?
Replies: 59
Views: 18931

I'm not sure I would even compress my tilemaps. Since all the methods described so far are sequential access for the decompression, that would add some overhead not to mention creating a marker system for entry points (I had to do this for a block of RLE compression fonts). For 8way scrolling, anywa...
by tomaitheous
Sun Sep 28, 2008 5:09 pm
Forum: SNESdev
Topic: Found Something Interesting
Replies: 11
Views: 7357

cybertron wrote:That sounds like a cool blog, do you have the link?
http://dailly.blogspot.com/ :D

It's mostly C64 stuff though. Back to his roots I guess.
by tomaitheous
Sat Sep 27, 2008 3:44 pm
Forum: SNESdev
Topic: Found Something Interesting
Replies: 11
Views: 7357

This is SO totally cool :) Very nice find! I think there was something like that in, hmm.. Uniracer maybe ? some curse words if I remember correctly One of the programmers that worked on Uniracers blogs on his C64 page. He stated something to the effect that they really had to push Nintendo to get ...
by tomaitheous
Wed Sep 24, 2008 5:31 pm
Forum: SNESdev
Topic: New homebrewn SNES game released - N-Warp Daisakusen
Replies: 43
Views: 21948

Note that D0-7 appear to be shared. So I doubt you could bypass the S-CPU and have the expansion port device and cart talk to each other directly, unless you like bus conflicts. Oh man, there's no /RDY line on the cart port :( That would have been nice to have been able to pause the sCPU and drive ...
by tomaitheous
Wed Sep 24, 2008 3:10 pm
Forum: SNESdev
Topic: New homebrewn SNES game released - N-Warp Daisakusen
Replies: 43
Views: 21948

If 128 bytes is not enough, then you will have to make an interface chip, and come up with some register addressing scheme through that chip. I think are about 8-12 memory mapped read/write ports total on the CD base system, so that wouldn't be problem. But then you really need somewhere to load th...
by tomaitheous
Wed Sep 24, 2008 7:19 am
Forum: SNESdev
Topic: New homebrewn SNES game released - N-Warp Daisakusen
Replies: 43
Views: 21948

The Sega Genesis's MC68000 CPU had the advantage here; it could run a slimmed-down version of Cinepak. I'm pretty sure the 12.5mhz second 68000 in the SegaCD was taking care of the cinepak decoding. The SegaCD doesn't require the second CPU to poll the MCU of the CD unit, so it's free to do other t...
by tomaitheous
Tue Sep 09, 2008 4:18 pm
Forum: NESdev
Topic: NES development manual?
Replies: 65
Views: 27137

I remember info about the original Gameboy being almost notexistant I tried to find info about it and all I know about it is that it has a Z80 CPU and that its screen has a lower resolution than the NES. When was this? I made my first demo in '99-00 and there was tons of info. Not to forget the awe...
by tomaitheous
Tue Sep 09, 2008 12:25 pm
Forum: NESdev
Topic: NES development manual?
Replies: 65
Views: 27137

There are plenty of people on this board who are not a big fans of 8080-family CPUs such as that of the 8-bit Game Boy. :D I'm not a big fan either, even though it was my first console/CPU. 65x>8080/z80. Though the cpu is pretty simple/straight forward in design and easy to code for, albeit pretty ...
by tomaitheous
Tue Sep 09, 2008 11:19 am
Forum: NESdev
Topic: NES development manual?
Replies: 65
Views: 27137

I don't see the problem. For starting out, there is plenty of helpful and documented information. If something isn't explained to the fullest and or a slightly vague, then use the forums or dev chat channels. I mean, considering some of the other platforms - there's quite a bit of info on the NES ar...
by tomaitheous
Sat Sep 06, 2008 10:41 pm
Forum: NESdev
Topic: Why didn't you so loooong... too many years!!!
Replies: 50
Views: 19921

???

Is that some sort inside joke or is that for real? (the gif)
by tomaitheous
Sat Sep 06, 2008 7:35 pm
Forum: NESdev
Topic: Battletoads/Crisisforce vertical parallax. How?
Replies: 22
Views: 10254

I wouldn't say a lot of them do, but there are a number of them. The PCE can do single scanline hsync interrupts (on all 262 actually) and update X/Y regs without restraint. So hsync scrolls are easy to do without dynamic tiles, but some situations call for them - for complex overlapping parts, etc....
by tomaitheous
Sat Sep 06, 2008 2:07 pm
Forum: NESdev
Topic: Battletoads/Crisisforce vertical parallax. How?
Replies: 22
Views: 10254

Usually referred to as dynamic tiles. You either switch out a small section of the name table memory - either by writing to CHR-RAM or using a mapper for CHR-ROM (with something smaller than 8k switchable). For Battletoads, I'm willing to bet the small strips on the side are dynamic tiles and the ma...