Search found 591 matches

by tomaitheous
Sun Jul 31, 2016 7:41 am
Forum: 2016 NESdev Competition
Topic: Progress Thread - Lala the Magical
Replies: 49
Views: 56855

Re: Progress Thread - Lala the Magical

DRW wrote:The sprite still has very little to do with the artwork in the cutscene.

Cutscene: Fanservice-y sexy witch. Huge hair. Firm ass. Mini dress. Boots.

Sprite: Looking like a five year old girl in one-piece pajamas.
And?
by tomaitheous
Sun Jul 31, 2016 7:30 am
Forum: SNESdev
Topic: 65816 really 16 bit or just a 6502 with 16 bit registers
Replies: 126
Views: 44963

Re: 65816 really 16 bit or just a 6502 with 16 bit registers

I can't convince you that i'm right but you will never made my mind change about that too and honestly i think we all don't care. That's because your whole view stems from a 68k centric perspective. Until you adapt a more holistic perspective, you'll always have that bias and preconceptions. I like...
by tomaitheous
Sat Jul 30, 2016 3:07 pm
Forum: SNESdev
Topic: 65816 really 16 bit or just a 6502 with 16 bit registers
Replies: 126
Views: 44963

Re: 65816 really 16 bit or just a 6502 with 16 bit registers

(EDIT: to make it clear, 256×256 possible values would require 64K entries... if one of those values has a larger range, the table starts becoming really big) Wouldn't that be 128kbyte (because the element size would be WORD?). Oh sorry i can't let pass that... Do you in fact understand how hardwar...
by tomaitheous
Fri Jul 29, 2016 3:40 pm
Forum: SNESdev
Topic: 65816 really 16 bit or just a 6502 with 16 bit registers
Replies: 126
Views: 44963

Re: 65816 really 16 bit or just a 6502 with 16 bit registers

No SPC700 or 64KB of audio ram, just have the 65816 handle audio... Considering how much the 65c816 is criticized for not being fast enough, I cannot imagine how poor it'd be at rendering audio. The 16 MHz ARM on the GBA is already the bare minimum, and most games have audio engines of poor quality...
by tomaitheous
Sun Jul 17, 2016 11:12 pm
Forum: General Stuff
Topic: Is it possible to program C without using functions?
Replies: 76
Views: 17357

Re: Is it possible to program C without using functions?

tepples wrote:One might say C or C++ feels to an assembly-first programmer the way Haskell feels to a C or C++-first programmer.
That makes me want to learn Haskell even more. (Seriously)
by tomaitheous
Sun Jul 17, 2016 12:41 pm
Forum: General Stuff
Topic: Is it possible to program C without using functions?
Replies: 76
Views: 17357

Re: Is it possible to program C without using functions?

Then it's hats off, that's one of the hardest ways to start. I had messed with Basic when I was 10, but when I decided to learn Real(tm) programming, I thought I'd go to the deep end and start with C instead of python, java or C#. The "I have to do WHAT to make a simple operation work" fa...
by tomaitheous
Fri Jul 15, 2016 11:08 pm
Forum: General Stuff
Topic: Is it possible to program C without using functions?
Replies: 76
Views: 17357

Re: Is it possible to program C without using functions?

devmas wrote: Push addresses to a stack, goto somewhere, then pop addresses to "return" to and goto that...
That's called a function.
by tomaitheous
Mon Jul 11, 2016 7:43 pm
Forum: SNESdev
Topic: SuperDisc BIOS released + analysis [attn: nocash]
Replies: 82
Views: 41796

Re: SuperDisc BIOS released + analysis [attn: nocash]

What year was this? Hudson/NEC started working on the Arcade Card for the PCE CD in late '92. That was 2304k if ram (18 megabits, 16megabits of it was DRAM). It was supposed to be released late '93, but delayed until early-mid '94.
by tomaitheous
Sun Jul 10, 2016 3:10 pm
Forum: NESdev
Topic: sprite sizes
Replies: 10
Views: 5334

Re: sprite sizes

Unless you're doing something small like a 64k PRG project, I think temples method works fine. Size shouldn't be that much of an issue. Megaman games use tepples method (every 8x8 cell inside the meta sprite frame has it's own x/y/flip/pal attributes). Tepples' method can also save some potential cp...
by tomaitheous
Thu Jul 07, 2016 2:52 pm
Forum: General Stuff
Topic: Getting into 8-bit NESdev with only 64-bit free software
Replies: 73
Views: 69397

Re: Getting into 8-bit NESdev with only 64-bit free software

A user wants to use an NES debugger on a 64-bit Linux PC but refuses to use any non-free software out of principle and refuses to install any 32-bit free software (such as FCEUX for Windows in Wine) out of fear that the 32-bit support libraries will take several gigabytes and "hav[ing] better ...
by tomaitheous
Thu Jul 07, 2016 11:14 am
Forum: Newbie Help Center
Topic: Why Doesn't the NES Show Artifact Colors?
Replies: 42
Views: 36620

Re: Why Doesn't the NES Show Artifact Colors?

Speaking of NTSC color artifacts: PC-Engine demo by Chris Covell http://www.youtube.com/watch?v=g51QqurGqg0

7.159mhz dot clock mode used, dot crawl filter turned off (no cycling per frame-to-frame difference).
by tomaitheous
Sun Jul 03, 2016 8:57 pm
Forum: Other Retro Dev
Topic: Sample based player for PC-Engine
Replies: 9
Views: 7566

Re: Sample based player for PC-Engine

I wrote a quick XM Player for PCE (missing a lot of FX) using the PCM Driver. Here are some rom examples: http://www.pcedev.net/XMPlay/XMPlay_Pack1.zip http://www.pcedev.net/XMPlay/HuXMPlay_Pack2.zip The samples playing higher than 2x the driver really get crushed. No post processing was done on the...
by tomaitheous
Tue Jun 28, 2016 8:33 pm
Forum: Other Retro Dev
Topic: Sample based player for PC-Engine
Replies: 9
Views: 7566

Re: Sample based player for PC-Engine

First public release: http://www.pcedev.net/audio/SamplePlayer/driver_package_v_1_2_0.zip (Note if you're browsing through the source files, tab = 2 spaces). Includes a pre-assembled rom. Though I don't have any good samples to demo it with. Edit: Also, it doesn't have a name yet. Not sure what to c...
by tomaitheous
Mon Jun 20, 2016 5:50 pm
Forum: NESdev
Topic: Including binary files that contain pointers to dynamic data
Replies: 26
Views: 7813

Re: Including binary files that contain pointers to dynamic

writing self modifying code that needs to reside in ram (all absolute addresses have to be redefined) ca65 has a built-in feature for this purpose, i.e. a segment has a "load" address for where it will be placed, and a "run" address for where it will be executed. Yeah.. I really...
by tomaitheous
Sun Jun 19, 2016 7:22 pm
Forum: NESdev
Topic: Including binary files that contain pointers to dynamic data
Replies: 26
Views: 7813

Re: Including binary files that contain pointers to dynamic

If CA65 can assemble code or data on top of an already incbin file, that there's an easy(ish) way to do this. Store all the absolute addresses as whatever (doesn't matter), and have your program output a non binary file to include with the binary file. In the supplemental file, you'll need a series ...