Search found 271 matches

by adam_smasher
Mon Sep 11, 2017 7:03 am
Forum: GBDev
Topic: My EverDrive arrived. Now what GBC emulator in 2017?
Replies: 9
Views: 6656

Re: My EverDrive arrived. Now what GBC emulator in 2017?

bsnes used to have what was pretty much the best-in-class SNES debugger, but when byuu scrapped the old QT interface it went away.

So I think what calima means is, perhaps Revenant's fork of byuu's GB emulator will save us all :)
by adam_smasher
Sat Sep 09, 2017 6:22 pm
Forum: GBDev
Topic: My EverDrive arrived. Now what GBC emulator in 2017?
Replies: 9
Views: 6656

Re: My EverDrive arrived. Now what GBC emulator in 2017?

BGB is what I use, and I can confirm it works well in Wine. I don't think any open source emulators have debugging tools that are comparable.
by adam_smasher
Tue Sep 05, 2017 5:17 am
Forum: SNESdev
Topic: Introducing the VeriSNES (FPGA-based SNES)
Replies: 307
Views: 204037

Re: Introducing the VeriSNES (FPGA-based SNES)

The principle of charity would suggest that Kismet meant precisely "Expecting a sub-99$ FPGA unit [for hardware with the complexity found on an SNES]".
by adam_smasher
Wed Aug 30, 2017 11:31 am
Forum: GBDev
Topic: DMA Transfer - 160 microseconds?
Replies: 16
Views: 15337

Re: DMA Transfer - 160 microseconds?

Not sure if this is what you're asking, but -3 to -1 inclusive are LDH [$46], A. They're not (usually) externally visible, but internal state changes happen during each constituent cycle of the instruction - the CPU isn't just sitting around waiting N cycles and then instantly executing the instruct...
by adam_smasher
Wed Aug 30, 2017 8:56 am
Forum: GBDev
Topic: DMA Transfer - 160 microseconds?
Replies: 16
Views: 15337

Re: DMA Transfer - 160 microseconds?

In fact it's 39 * 16 + 36 = 660 cycles in HRAM, isn't it? Because the final JR isn't taken (- 4), but there's the LD A (+ 8) and a RET (+ 16). That still comes in under 160ms though. So what you're saying makes sense - the pandocs seem to miscount the cycles for the JR as justification, but the offi...
by adam_smasher
Tue Aug 29, 2017 12:06 pm
Forum: General Stuff
Topic: (rant) contemplating complex project, feel like quitting.
Replies: 28
Views: 7367

Re: (rant) contemplating complex project, feel like quitting

I feel like quitting nesdev outright, but I do not have a potential audience anywhere else. [...] definitely not from any other independent game development community. Why not? I've always found the indie game community very welcoming. Anyway, this is a really common problem that I'd guess almost e...
by adam_smasher
Fri Aug 25, 2017 7:26 am
Forum: SNESdev
Topic: Snes emulation image processing
Replies: 28
Views: 9509

Re: Snes emulation image processing

Another real neat trick you can do by carefully adjusting the scroll during hblank interrupts is vertical scaling.
by adam_smasher
Tue Aug 22, 2017 7:53 am
Forum: General Stuff
Topic: Quirky computer markets in the 80s
Replies: 15
Views: 6902

Re: Quirky computer markets in the 80s

Growing up in Ontario, Canada, all of our school computers were Unisys ICON systems up to a depressingly late date. The Wikipedia article says that it "disappeared" after the late 80s, but that's not true - I remember programming in Logo on it in Grade 5, and that was the late 90s! For wha...
by adam_smasher
Mon Aug 21, 2017 1:02 pm
Forum: SNESdev
Topic: Snes emulation image processing
Replies: 28
Views: 9509

Re: Snes emulation image processing

The SNES has a screen brightness register; that's what most games would probably used to darken the screen.

Nevertheless, the idea is the same: the emulator precomputes the darkened palette and uses it to draw the screen rather than doing a floating point multiply on each pixel after-the-fact.
by adam_smasher
Mon Aug 21, 2017 8:09 am
Forum: SNESdev
Topic: Snes emulation image processing
Replies: 28
Views: 9509

Re: Snes emulation image processing

Yeah, as part of telling you why your code is slow it'd help if we could see your code :)
by adam_smasher
Mon Aug 21, 2017 6:08 am
Forum: SNESdev
Topic: Snes emulation image processing
Replies: 28
Views: 9509

Re: Snes emulation image processing

They're asking how emulators produce 60fps images with transparency, scaling, rotation, etc. so quickly on PC hardware without hardware acceleration, not how SNES games do it (with the SNES' hardware acceleration, of course).

I've never written an emulator myself, so I'm afraid I could only guess.
by adam_smasher
Tue Aug 15, 2017 10:24 am
Forum: General Stuff
Topic: Early RPGs using side view battles other than Final Fantasy?
Replies: 26
Views: 8559

Re: Early RPGs using side view battles other than Final Fant

Lunar is strictly turn-based and has light positional elements.
by adam_smasher
Thu Aug 10, 2017 1:28 pm
Forum: General Stuff
Topic: Modern game logos are rubbish
Replies: 40
Views: 11902

Re: Modern game logos are rubbish

I understand what you're saying in general but you maybe picked the worst possible example? Aside from the opening theme, most of Metroid 2's (incredible) soundtrack is atonal noise.
by adam_smasher
Thu Aug 10, 2017 5:53 am
Forum: GBDev
Topic: C compilers targeting Game Boy, not just Zilog
Replies: 5
Views: 4576

Re: C compilers targeting Game Boy, not just Zilog

If assembler is fine I'd recommend RGBDS. It was apparently used in commercial GBC games back in the day since it's supposedly more versatile then Nintendo's official one. And it has a fork that is still maintained . It has a powerful macro language but also the syntax may be considered a bit weird...
by adam_smasher
Wed Aug 09, 2017 12:04 pm
Forum: GBDev
Topic: C compilers targeting Game Boy, not just Zilog
Replies: 5
Views: 4576

Re: C compilers targeting Game Boy, not just Zilog

Yes, SDCC is AFAIK the only real choice. A generic Z80 compiler wouldn't come close to working - the instruction sets are far too different. The GB "Z80" is much more like a souped-up 8080, although it's not source compatible (I can't tell - it might be binary compatible [1] [2] ). I know ...