Search found 271 matches
- Wed Oct 28, 2015 2:36 pm
- Forum: GBDev
- Topic: Documentation on NES to GBC Rewriting
- Replies: 7
- Views: 4529
Re: Documentation on NES to GBC Rewriting
Can you be specific about what sort of "documentation" you're looking for? The NES and GBC are similar in power but otherwise very different systems. Rewriting a game for the GBC basically constitutes...rewriting the game.
- Wed Oct 28, 2015 7:18 am
- Forum: SNESdev
- Topic: 65816 JSR (a,x)
- Replies: 8
- Views: 2883
Re: 65816 JSR (a,x)
IIRC
Note that both Table and the Procs need to be part of the current program bank.
That clear things up?
Code: Select all
Proc0: ...
Proc1: ...
Proc2: ...
Table: DW Proc0, Proc1, Proc2
LDX #$02
JSR (Table, X) ; jumps to Proc1That clear things up?
- Mon Oct 26, 2015 6:54 am
- Forum: SNESdev
- Topic: Nintendo Super System (and SNES/SFC) repair/diagnosis logs
- Replies: 6
- Views: 3967
Re: Nintendo Super System (and SNES/SFC) repair/diagnosis lo
This is really interesting/impressive/cool. Thanks for sharing.
- Thu Oct 22, 2015 9:46 am
- Forum: Newbie Help Center
- Topic: Multiplying arbitrary numbers?
- Replies: 5
- Views: 2669
Re: Multiplying arbitrary numbers?
Yeah, especially here, when you know your products will be so small.dougeff wrote:I like a 'look up table' for multiplication/division. It's faster.
If you want to actually do the calculation, at least do binary multiplication (like the one Kasumi linked to here) instead of repeated additions.
- Wed Oct 21, 2015 7:45 am
- Forum: SNESdev
- Topic: Weird SNES Glitches on Certain Games
- Replies: 32
- Views: 13770
Re: Weird SNES Glitches on Certain Games
Yeesh. I'm surprised games would run so (sorta) well on a bad CPU, and here it seems like very specific addresses giving bad data, which is why I guessed RAM. But there was another big long thread on here of someone diagnosing their broken SNES and it was the CPU too (the whole stack subsystem was b...
- Sat Oct 17, 2015 7:59 pm
- Forum: SNESdev
- Topic: More Vram Engine Ideas... Is This Even Feasible Anymore?
- Replies: 80
- Views: 19454
Re: More Vram Engine Ideas... Is This Even Feasible Anymore?
Besides, there's no possible way I could store animation for an explosion of this size statically, (full size is 64x64, but I never really drew past this, which is one of the initial frames) which is meant to play after blowing up a vehicles and explosive objects and for rocket explosions and what ...
- Sat Oct 17, 2015 6:39 pm
- Forum: SNESdev
- Topic: More Vram Engine Ideas... Is This Even Feasible Anymore?
- Replies: 80
- Views: 19454
Re: More Vram Engine Ideas... Is This Even Feasible Anymore?
A linked list is a data structure that lets you create an arbitrarily large list. Each entry in the list is paired with a pointer to the next one, so as long as you can allocate another entry somewhere in memory, you can quickly add to the list. It's also easy to remove entries from the list - if yo...
- Fri Oct 16, 2015 9:53 am
- Forum: SNESdev
- Topic: More Vram Engine Ideas... Is This Even Feasible Anymore?
- Replies: 80
- Views: 19454
Re: More Vram Engine Ideas... Is This Even Feasible Anymore?
You know though, I also find it kind of weird that something that seemed pretty obvious to me like looking through vram for open slots for each sprite had never really been done before. Well, there's a reason for that - broadly speaking doing things dynamically is almost always way slower and way m...
- Mon Oct 12, 2015 8:03 am
- Forum: SNESdev
- Topic: Weird SNES Glitches on Certain Games
- Replies: 32
- Views: 13770
Re: Weird SNES Glitches on Certain Games
If I had to guess, this sounds like a bad RAM chip. Do you have any way of running the SNES Test Program?
- Tue Oct 06, 2015 1:35 pm
- Forum: GBDev
- Topic: How do you disassemble GB/GBC ROMS?
- Replies: 11
- Views: 11761
Re: How do you disassemble GB/GBC ROMS?
Neat, thanks. The FFL3 trick is pretty classy but the FFL2 code is about as nasty as I expected this would be.
- Tue Oct 06, 2015 11:04 am
- Forum: GBDev
- Topic: How do you disassemble GB/GBC ROMS?
- Replies: 11
- Views: 11761
Re: How do you disassemble GB/GBC ROMS?
Can you give an example of this? I'm curious as to how these routines access their arguments and fix the return address.
- Mon Oct 05, 2015 3:13 pm
- Forum: General Stuff
- Topic: Anybody played "Quest Forge: By Order Of Kings" yet?
- Replies: 18
- Views: 4058
Re: Anybody played "Quest Forge: By Order Of Kings" yet?
Not a huge fan of scrolling, myself. Aside from the added code complexity (particularly on 8-bit CPUs), scrolling worlds tend to be bloated and unmemorable. Something about limiting the designer to a single screen seems to make it easier to get into the mindset of using space efficiently and packing...
- Thu Oct 01, 2015 8:48 am
- Forum: GBDev
- Topic: VRAM copy in WRAM
- Replies: 7
- Views: 4261
Re: VRAM copy in WRAM
Naw naw naw, I meant don't transfer during hblank. It's extremely short - only around 200 cycles - so you'll barely increase the number of bytes transferred, and you're burning through the time you should be spending on your game logic waiting for it. In fact, by my math, with all the overhead in yo...
- Tue Sep 29, 2015 10:49 am
- Forum: GBDev
- Topic: VRAM copy in WRAM
- Replies: 7
- Views: 4261
Re: VRAM copy in WRAM
I'd strongly advise against trying to transfer during hblank - on the GB, almost all of your processing time happens while the screen's drawing. If you're spinwaiting for hblank, you're wasting almost all of your CPU time. Doing the math, aside from the OAM DMA transfer, your vblank is taking around...
- Tue Sep 29, 2015 7:34 am
- Forum: GBDev
- Topic: VRAM copy in WRAM
- Replies: 7
- Views: 4261
Re: VRAM copy in WRAM
Unfortunately there's probably not an especially good answer for you, only some hard truths: vblank is short, the GB is slow, graphics are big. If you want to do anything interesting, your vblank routine needs to be as absolutely tight as possible (almost definitely in assembly and not C), and there...