Search found 1589 matches

by Sik
Sun Jun 19, 2016 6:58 pm
Forum: SNESdev
Topic: Robin Hood like game for SNES
Replies: 53
Views: 13732

Re: Robin Hood like game for SNES

http://fdwr.tripod.com/docs/65c816.txt Didn't know about this one -- it even has the T-state breakdowns for all addressing modes. Beautiful! It looks like a transcription from a datasheet. But I'll give it to you, that sure is quite complete. EDIT: "looks like" more like it is : G65SC802 ...
by Sik
Sun Jun 19, 2016 6:58 am
Forum: NESdev
Topic: Adventures in Scrolling: Mirroing Transitions
Replies: 29
Views: 6811

Re: Adventures in Scrolling: Mirroing Transitions

I don't think Megaman ever transitions between directions, if I recall correctly all vertical motion is fast (which hides the mirroring issue). Vertical movement was only ever added in the post-NES games I think. Most of the games that just swap between screens also happen to be using the nametable ...
by Sik
Sat Jun 18, 2016 7:45 am
Forum: General Stuff
Topic: GCC drops support for older ARM CPUs
Replies: 24
Views: 7863

Re: GCC drops support for older ARM CPUs

I would imagine it could be used for 3D rendering instead of the SuperFX. I'd assume you'd get about the 3D processing power of a 32X if so (yes, it's two CPUs, but if you do 3D rendering you'll probably just use one... well, maybe the other to do the vertex calculations instead of plotting pixels),...
by Sik
Fri Jun 17, 2016 2:42 pm
Forum: General Stuff
Topic: GCC drops support for older ARM CPUs
Replies: 24
Views: 7863

Re: GCC drops support for older ARM CPUs

This deprecation wasn't suggested by ARM in an attempt to make Amber less useful, was it? If GNU had accepted something like this then everything that isn't modern x86, ARM or PPC would have been deprecated as well. (EDIT: OK and maybe 68000 because of a lot of clones around being used as microcont...
by Sik
Fri Jun 17, 2016 5:03 am
Forum: General Stuff
Topic: GCC drops support for older ARM CPUs
Replies: 24
Views: 7863

Re: GCC drops support for older ARM CPUs

The fact arm7tdmi was explicitly singled out of the group sounds like they're intending to keep that one case. What I really do not understand is that this decision is completely opposite to GNU philosophy. They're basically as much microsoft or apple like as they could, forcing users to move on and...
by Sik
Thu Jun 16, 2016 5:27 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

The only time I've seen assemble times become significant with ca65, though, was with Movax12's "high level" SMB disassembly . In this case, all the complicated macros he used really do consume a lot of assembly time. (As I recall, it was on the order of "minutes".) (・□・ ) I hop...
by Sik
Thu Jun 16, 2016 3:48 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

I think the limits on nested scope, include, and macro calls are there to avoid suddenly thrashing your swap and/or causing the kernel to OOM-kill processes critical to the system or UI if you accidentally cause infinite recursion. Yep, it's in case of infinite recursion, since the assembler won't ...
by Sik
Thu Jun 16, 2016 3:45 pm
Forum: NESdev
Topic: 255 rubies in "The Legend of Zelda"?
Replies: 20
Views: 7808

Re: 255 rubies in "The Legend of Zelda"?

tomaitheous wrote:Well, you did mention speed...
Checking for 100 or 200 is nothing compared to doing a division by 10 to split the tens from the units.
by Sik
Thu Jun 16, 2016 1:10 pm
Forum: NESdev
Topic: 255 rubies in "The Legend of Zelda"?
Replies: 20
Views: 7808

Re: 255 rubies in "The Legend of Zelda"?

I think having a 256 LUT, which outputs 0 to 99. You only need 100 entries for that ;P But yeah that's fast and feasible for homebrew, back in the day it wasn't that feasible with tiny PRG-ROMs though where every byte mattered, hence the slower methods. (well, and not every programmer being clever ...
by Sik
Thu Jun 16, 2016 1:06 pm
Forum: General Stuff
Topic: Possible compromise(s) when switching to a *nix based system
Replies: 114
Views: 30064

Re: Possible compromise(s) when switching to a *nix based sy

Pretty much every "average Joe" user I've seen in my life maximizes every window, and I myself maximize everything and use alt+tab all the time, so there's definitely some rationale behind that (I guess that unless you have a large enough monitor to have two windows side by side without lo...
by Sik
Thu Jun 16, 2016 9:51 am
Forum: General Stuff
Topic: Possible compromise(s) when switching to a *nix based system
Replies: 114
Views: 30064

Re: Possible compromise(s) when switching to a *nix based sy

But with X11 getting replaced with Wayland to plug the "XEvilTeddy" hole in the snap package format's isolation model It has more to do with the fact that merely showing a bitmap on screen has an absurd amount of overhead just because it wants you to set up a network connection (even if t...
by Sik
Thu Jun 16, 2016 8:52 am
Forum: NESdev
Topic: 255 rubies in "The Legend of Zelda"?
Replies: 20
Views: 7808

Re: 255 rubies in "The Legend of Zelda"?

Yeah usually you update like once every many frames =/ I imagine that most games actually just do some rather dumb decimal-to-BCD conversion and move on.
by Sik
Thu Jun 16, 2016 6:05 am
Forum: NES Graphics
Topic: M-Tee's Graphics Projects (Isolation, CG2, etc.)
Replies: 118
Views: 63594

Re: M-Tee's Graphics Projects (Isolation Spoilers)

For the record, I imagine case 1 could be given a pass since it doesn't misrepresent the trademark. I wonder what a lawyer thinks about this. The problem is that for starters it doesn't mean medical aid, it means protection during a war, i.e. people and things that would be a war crime to attack. An...
by Sik
Thu Jun 16, 2016 5:56 am
Forum: NESdev
Topic: 255 rubies in "The Legend of Zelda"?
Replies: 20
Views: 7808

Re: 255 rubies in "The Legend of Zelda"?

The problem isn't that, the problem is doing it quickly.
by Sik
Wed Jun 15, 2016 9:50 am
Forum: NES Graphics
Topic: M-Tee's Graphics Projects (Isolation, CG2, etc.)
Replies: 118
Views: 63594

Re: M-Tee's Graphics Projects (Isolation Spoilers)

I don't understand their logic here, to be honest: "Let's make a universal symbol for medical help, and let nobody use it!" Because of fear that people may not take it seriously enough when it's really needed. Remember, it's not just intended for medical aid, it's for aid in severe circum...