And?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.
Search found 591 matches
- 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
- 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...
- 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...
- 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...
- 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?
That makes me want to learn Haskell even more. (Seriously)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.
- 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...
- 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?
That's called a function.devmas wrote: Push addresses to a stack, goto somewhere, then pop addresses to "return" to and goto that...
- 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.
- 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...
- 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 ...
- 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).
7.159mhz dot clock mode used, dot crawl filter turned off (no cycling per frame-to-frame difference).
- 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...
- 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...
- 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...
- 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 ...