Search found 37 matches
- Thu Mar 25, 2010 12:10 pm
- Forum: SNESdev
- Topic: SPC data upload
- Replies: 99
- Views: 33249
I've tried compiling the program with the header.asm from your spc player. I had to add SLOT 1 $0 $2000 SLOT 2 $2000 $E000 SLOT 3 $0 $10000 to .MEMORYMAP otherwise the SDKs WLA complains about not defined slots. But there's still only zeros at address 0x10000 in the SMC file. Am I still missing some...
- Thu Mar 25, 2010 10:14 am
- Forum: SNESdev
- Topic: SPC data upload
- Replies: 99
- Views: 33249
- Thu Mar 25, 2010 9:13 am
- Forum: SNESdev
- Topic: SPC data upload
- Replies: 99
- Views: 33249
It would be kind of embarassing if that was true, however I can't hear any music playing after the upload. So there has to be something wrong don't you think? Are there any other things I have to change, maybe set values to special registers etc that are missing from my initialization code? edit: Wh...
- Thu Mar 25, 2010 8:33 am
- Forum: SNESdev
- Topic: SPC data upload
- Replies: 99
- Views: 33249
- Thu Mar 25, 2010 7:19 am
- Forum: SNESdev
- Topic: SPC data upload
- Replies: 99
- Views: 33249
Thanks for your continuing help!
I've edited the above post with some more information. I've also uploaded the complete log of my program here:
http://www.file-upload.net/download-237 ... g.zip.html
I've edited the above post with some more information. I've also uploaded the complete log of my program here:
http://www.file-upload.net/download-237 ... g.zip.html
- Thu Mar 25, 2010 6:23 am
- Forum: SNESdev
- Topic: SPC data upload
- Replies: 99
- Views: 33249
Nice :) Thanks! I found out it hangs in an infinite loop in loadspc.asm here: .macro waitForAudio0M sta spcMirrorVal -: cmp REG_APUI00 bne - .endm As one can see in the debug output: 0083f7 bne $83f4 [0083f4] A:01aa X:00f2 Y:0002 S:1fe0 D:0000 DB:7e NvMxdIzC V:241 H: 12 0083f4 cmp $2140 [7e2140] A:0...
- Wed Mar 24, 2010 4:31 pm
- Forum: SNESdev
- Topic: SPC data upload
- Replies: 99
- Views: 33249
I guess I can work with that. Well seems like I've hit a wall now. The SNES SDK uses a modified version of WLA 9.4 with which I can not create a ROM from your spc player source. I got it working only with the usual WLA 9.5 I found somewhere, however I can't use this version within the SDK because o...
- Wed Mar 24, 2010 11:18 am
- Forum: SNESdev
- Topic: Where is Super NES homebrew?
- Replies: 34
- Views: 21657
Where is Super NES homebrew?
I'm not sure what use it is besides a tech demo though. :) Why doesn't someone with your knowledge (I think there are some people here) create a homebrew SNES game that can keep up with some of the classic games and make it use your sound "engine" for example? :) AFAIK there are only 2 (!...
- Wed Mar 24, 2010 1:40 am
- Forum: SNESdev
- Topic: SPC data upload
- Replies: 99
- Views: 33249
- Tue Mar 23, 2010 4:33 pm
- Forum: SNESdev
- Topic: SPC data upload
- Replies: 99
- Views: 33249
The loading code is pretty much self-contained in loadspc.asm. The only stuff you'd need from spcplay.asm is the call to LoadSPC, and the stuff at the bottom that INCBINs the .SPC file data. I guess I can work with that. Thanks! Currently both SPC uploaders seem to do the same for me (as an outside...
- Tue Mar 23, 2010 10:20 am
- Forum: SNESdev
- Topic: SPC data upload
- Replies: 99
- Views: 33249
- Mon Dec 14, 2009 2:47 pm
- Forum: Newbie Help Center
- Topic: Questions about scrolling and sprites on (S)NES
- Replies: 39
- Views: 15183
In fact I know a bit of all of them as I am a computer science student (if that's the right word for it). But anyway, ASM seems so awkward to meGradualore wrote:2's complement math on top of hex, binary and bitwise operations
- Thu Dec 03, 2009 3:11 pm
- Forum: Newbie Help Center
- Topic: Questions about scrolling and sprites on (S)NES
- Replies: 39
- Views: 15183
- Thu Dec 03, 2009 2:49 pm
- Forum: Newbie Help Center
- Topic: Questions about scrolling and sprites on (S)NES
- Replies: 39
- Views: 15183
My game is coming along nicely and even runs smooth again. There is still some room for optimization left, so I should have no problems in the future. We'll see :) I read that the (SNES-)sprite size can be adjusted, up to 64x64 pixels. Does this reduce the maximum possible amount of sprites on the s...
- Sun Nov 29, 2009 4:27 am
- Forum: Newbie Help Center
- Topic: Questions about scrolling and sprites on (S)NES
- Replies: 39
- Views: 15183
No, fortunately I have already implemented more ;) I have the metasprites (which I still need to test) and tile-based collision detection already works completely. I implemented box-box collision for objects (which isn't used currently as I tested without such objects). So you're half right, I have ...