Search found 37 matches

by AndiNo
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...
by AndiNo
Thu Mar 25, 2010 10:14 am
Forum: SNESdev
Topic: SPC data upload
Replies: 99
Views: 33249

I just ran my minimal program without the while loop but with a return statement. The logger then constantly prints "brk #$00" and "rti" so I think it's doing nothing anymore. There has to be some other fault in my game that I need to sort out later then. The data at 0x10000 is c...
by AndiNo
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...
by AndiNo
Thu Mar 25, 2010 8:33 am
Forum: SNESdev
Topic: SPC data upload
Replies: 99
Views: 33249

That weirdness could have come from the fact that I used frame advance to jump over all "normal" code. Although I have no clue what they do your changes had some effect. The log has grown a lot but loops in another place with this code as it seems: http://pastebin.com/qJw8iYpr I had to cut...
by AndiNo
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
by AndiNo
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...
by AndiNo
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...
by AndiNo
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 (!...
by AndiNo
Wed Mar 24, 2010 1:40 am
Forum: SNESdev
Topic: SPC data upload
Replies: 99
Views: 33249

So that means you have to implement the behaviour yourself I guess... How would you go about doing this with a given SPC file? Would you need to change the SPC itself or would you just upload different data? Would I be able to see these commands in SPCs from commercial games for example?
by AndiNo
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...
by AndiNo
Tue Mar 23, 2010 10:20 am
Forum: SNESdev
Topic: SPC data upload
Replies: 99
Views: 33249

I feel a bit stupid for asking for a "simple" solution but I'll do it anyway. :) I'm writing my code in C via the SNES SDK. @blargg I was happy to see some C code here, too (your spc loader). I read your wiki page about uploading a SPC file to the SNES but it's still very cryptic to me. @m...
by AndiNo
Mon Dec 14, 2009 2:47 pm
Forum: Newbie Help Center
Topic: Questions about scrolling and sprites on (S)NES
Replies: 39
Views: 15183

Gradualore wrote:2's complement math on top of hex, binary and bitwise operations
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 me :) I guess I won't touch it if I don't have to. Your points seem to be right though...
by AndiNo
Thu Dec 03, 2009 3:11 pm
Forum: Newbie Help Center
Topic: Questions about scrolling and sprites on (S)NES
Replies: 39
Views: 15183

Bregalad wrote:The advantage of dealing with larger sizes is that you can place much more sprites on screen
Sorry for asking again, but does that mean it is possible to have 128 64x64 sprites on the screen? That would be great :)
by AndiNo
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...
by AndiNo
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 ...