Search found 37 matches

by AndiNo
Tue Mar 01, 2011 2:03 am
Forum: NESemdev
Topic: NES emulator as a screensaver?
Replies: 58
Views: 29426

You are right, after I turned off the screen curvature everything seems to run smooth. That's a bit surprising as up to now I always had this option turned on. Well maybe it's because of the software upscaling. Anyhow I'm now using DirectDraw with "fit to entire screen" and hqx as upscaler...
by AndiNo
Mon Feb 28, 2011 11:50 am
Forum: NESemdev
Topic: NES emulator as a screensaver?
Replies: 58
Views: 29426

Thanks for the update! It's nice you were able to optimize the emulation so much. However nearly everything I set as software up/scaler slows the whole thing down to crawling speed. I can use the hardware settings like "fit to entire screen" without problems, only the software based scalin...
by AndiNo
Fri Sep 24, 2010 3:46 pm
Forum: SNESdev
Topic: SNES SDK Win32 binaries
Replies: 21
Views: 15587

Cool. Nice to "meet" you :) Your "x" was number 35 on OC Remix, one could say you are one of the founders of OC ;) From just looking at it, of all the OC Remix songs I have only about 40% are still in my playlist. And "x" is one of it ^^ Please go ahead and create a com...
by AndiNo
Fri Sep 24, 2010 11:43 am
Forum: SNESdev
Topic: SNES SDK Win32 binaries
Replies: 21
Views: 15587

I can see your point there, however this seems to be a free one man project. Even the big compilers like GCC have faults, only they get fixed pretty fast. And as this is the only C SNES compiler so far I think we'll have to live with it :) Coming to think of it, maybe you have any idea how to fix th...
by AndiNo
Fri Sep 24, 2010 9:16 am
Forum: SNESdev
Topic: SNES SDK Win32 binaries
Replies: 21
Views: 15587

Then there are the inexplicable compiler bugs that I ran into How did you see these? Were there any compiler warnings or errors or did the program simply misbehave? I think that specific case could be circumvented easily by splitting up the files. Did you find any compiler problems which are real &...
by AndiNo
Thu Sep 23, 2010 5:13 pm
Forum: SNESdev
Topic: SNES SDK Win32 binaries
Replies: 21
Views: 15587

what parts you would have to code in assembly First thing that comes to mind is the code for the SPC as there is no C compiler for it. And I'm absolutely no good at compiler programming. And a game without sound is no game to me ;) You sure about the amount of CPU power you need, too? I experienced...
by AndiNo
Thu Sep 23, 2010 10:11 am
Forum: SNESdev
Topic: SNES SDK Win32 binaries
Replies: 21
Views: 15587

Of course it gets easier with the SDK as I can write C code. I also already had a small platforming engine running last time I tried it. But as I am used to programming on a PC where you have nearly unlimited power compared to the SNES it is quite difficult. It's interesting nonetheless :) The most ...
by AndiNo
Thu Sep 23, 2010 2:34 am
Forum: SNESdev
Topic: SNES SDK Win32 binaries
Replies: 21
Views: 15587

Sometimes I still think about it, but many other programming ideas have since crossed my mind and the difficulty of SNES programming is really high ;)
by AndiNo
Wed Sep 22, 2010 4:22 pm
Forum: SNESdev
Topic: SNES SDK Win32 binaries
Replies: 21
Views: 15587

I wouldn't mind if someone uploads the file to another hoster. BTW, I noticed that the creator of the SDK started working again on the SDK for a short time some months ago. So this (my) SDK isn't the newest anymore, but nearly all his changes had to do with the replacement of Snes9X with BSNES as th...
by AndiNo
Thu Apr 01, 2010 5:23 pm
Forum: SNESdev
Topic: SNES SDK Win32 binaries
Replies: 21
Views: 15587

SNES SDK Win32 binaries

I'm not sure if anyone of you needs this :) but I wanted to share it with all people who don't get it working on Windows. These are the binaries of the SNES SDK SVN revision 67 (the latest). http://www.nakido.com/F5A782221F500F58AC71E2300120387C034655F0 For those interested I also included some note...
by AndiNo
Sun Mar 28, 2010 7:27 am
Forum: SNESdev
Topic: Where is Super NES homebrew?
Replies: 34
Views: 21657

My GameCube uses a big screen too, and I have used it to play Game Boy Advance games. I should have put it this way: It's not the screen size but the quality and detail of the graphics. On the SNES (like Super Metroid) they could use larger sprites and still have a larger gameplay-area on the scree...
by AndiNo
Sun Mar 28, 2010 6:09 am
Forum: NESemdev
Topic: NES emulator as a screensaver?
Replies: 58
Views: 29426

I, too, have to say that this is absolutely brilliant! It's my new screensaver now :) (although I wouldn't actually need one). However if I activate the movie-wall the screensaver is running very slow, either my PC isn't fast enough or you could speed up your emulator. When I saw this program I thou...
by AndiNo
Sun Mar 28, 2010 5:40 am
Forum: SNESdev
Topic: Where is Super NES homebrew?
Replies: 34
Views: 21657

Everything good you said about SNES goes double for GBA. SNES uses a much bigger screen to display its graphics so it looks at least twice as good as the GBA ;) Just compare Metroid Zero Mission to Super Metroid! At least that's the reason for me to favor the SNES over the GBA. Think of the sound q...
by AndiNo
Fri Mar 26, 2010 3:39 am
Forum: SNESdev
Topic: SPC data upload
Replies: 99
Views: 33249

From what I understood so far you have to program the SPC file (which is a program) to not just play a song but also listen on several ports in order to know that it has to do something if there is data on one of them. In loadspc.asm there are two sections that I think are SPC codes, namely spc700_i...
by AndiNo
Thu Mar 25, 2010 2:58 pm
Forum: SNESdev
Topic: SPC data upload
Replies: 99
Views: 33249

Yehawww it works :-D I think after the code change you proposed it was my fault that it didn't work. The wlalink in the SDK has the additional option of discarding unnecessary data that isn't used. This option was enabled and removed the included SPC from the bank 2 and 3. I saw that already some ho...