Search found 341 matches

by Ramsis
Tue Nov 10, 2015 12:24 pm
Forum: SNESdev
Topic: Source code management using GitHub
Replies: 13
Views: 5128

Re: Source code management using GitHub

Thank you all. :) So I switched to SourceTree, and after some time of playing around with it, I can only admit that it appears to be a very powerful piece of software. :D Here's my first remote repository (SNES PowerPak firmware, initial commit = first v3.00 "MUFASA" release): https://gith...
by Ramsis
Tue Nov 10, 2015 11:49 am
Forum: SNESdev
Topic: bsnes-plus and xkas-plus (new debugger and assembler)
Replies: 210
Views: 196739

Re: bsnes-plus and xkas-plus (new debugger and assembler)

Thanks, Revenant! :)
by Ramsis
Mon Nov 09, 2015 12:31 pm
Forum: SNESdev
Topic: Source code management using GitHub
Replies: 13
Views: 5128

Re: Source code management using GitHub

Why on earth should I even consider entering my GitHub credentials in some non-GitHub-program, with a GitHub program existing in the first place? For the same reason that an e-mail service provider may offer its own customized mail client while allowing access from any IMAP client. Or Google Talk a...
by Ramsis
Mon Nov 09, 2015 11:31 am
Forum: SNESdev
Topic: Source code management using GitHub
Replies: 13
Views: 5128

Re: Source code management using GitHub

, of which I chose GitHub , obviously. This is not "obvious", because you're not forced to use the GitHub client with GitHub. You can use any other GUI client just as well, or simply "git" from command line. It's obvious to me as a Git(Hub) newbie. Why on earth should I even con...
by Ramsis
Mon Nov 09, 2015 10:50 am
Forum: SNESdev
Topic: Source code management using GitHub
Replies: 13
Views: 5128

Re: Source code management using GitHub

Thanks, this helps a lot already. :) Actually, I'd like to use GitHub as a remote (i.e., not just Git) so I can both distribute my sourcecode and receive bug reports in one place, along with the additional benefit of a commit history. By completing portions of the project in branches like this, it i...
by Ramsis
Mon Nov 09, 2015 9:51 am
Forum: SNESdev
Topic: I broke WLA DX.
Replies: 4
Views: 2005

Re: I broke WLA DX.

@93143, which version of Windows are you using? Is it running on an actual PC, or on a VM? What are your hardware specs? Lastly, did the old version of WLA ever work for you? If so, please provide the full (and latest) sources of your project.
by Ramsis
Sat Nov 07, 2015 1:59 pm
Forum: SNESdev
Topic: Source code management using GitHub
Replies: 13
Views: 5128

Source code management using GitHub

Hi, I'm planning on putting some of my projects up on GitHub, but -- having very little experience in the field of Git-assisted source code management, myself -- thought it might be a good idea to ask questions first. :) So far, I've made changes to a project's codebase whenever I spotted something ...
by Ramsis
Sat Nov 07, 2015 12:41 pm
Forum: SNESdev
Topic: Newbie to SNES dev ask for help on VRAM addr
Replies: 25
Views: 7860

Re: Newbie to SNES dev ask for help on VRAM addr

tepples wrote:Is WLA sensitive to initial spaces? You might need a space before .db if so, as it's not a label.
That. Also, you might try lda.w chr_table,x or lda.l chr_table,x instead of lda chr_table,x. The space before the x can indeed be omitted. :-)
by Ramsis
Mon Oct 26, 2015 8:09 am
Forum: SNESdev
Topic: Up-to-date WLA DX binaries
Replies: 39
Views: 113748

Re: Up-to-date SNES assembler binaries

Uploaded new binaries yet again. :-)
by Ramsis
Fri Oct 23, 2015 9:22 am
Forum: SNESdev
Topic: Up-to-date WLA DX binaries
Replies: 39
Views: 113748

Re: Up-to-date SNES assembler binaries

Updated the first post with new binaries. :-)
by Ramsis
Tue Oct 20, 2015 9:23 am
Forum: SNESdev
Topic: MSU1 audio resume [higan beta]
Replies: 10
Views: 4086

Re: MSU1 audio resume [higan beta]

Hey, byuu,

wow, this is really well thought out. I can only agree to stick with your current implementation. :-)

Thank you for your time and effort! :D
Ramsis
by Ramsis
Wed Oct 14, 2015 1:26 pm
Forum: SNESdev
Topic: MSU1 audio resume [higan beta]
Replies: 10
Views: 4086

Re: MSU1 audio resume [higan beta]

Hmm ... yeah, I can make it work that way. (...) Okay, let me think about it for a bit. If I don't see any down sides, I'll change this in the next WIP. See, that's what I love you for, mate. :mrgreen: Please take all the time you need to consider. All that counts is that your MSU1 implementation b...
by Ramsis
Wed Oct 14, 2015 9:36 am
Forum: SNESdev
Topic: MSU1 audio resume [higan beta]
Replies: 10
Views: 4086

Re: MSU1 audio resume [higan beta]

Here's a demo of this, source is included. (Be warned -- this is based on some very old MSU1 audio test of mine, which in turn was based upon an early beta PowerPak firmware. :P ) http://manuloewe.de/snestuff/msu1-with-resume.png Download: http://manuloewe.de/snestuff/msu1-with-resume.7z Usage: Just...
by Ramsis
Sat Oct 10, 2015 3:12 pm
Forum: SNESdev
Topic: MSU1 audio resume [higan beta]
Replies: 10
Views: 4086

Re: MSU1 audio resume [higan beta]

Awesome, thanks! I'll definitely try this out some time next week. :)
by Ramsis
Mon Sep 28, 2015 9:28 am
Forum: SNESdev
Topic: New SNES game in development: Furry RPG (working title)
Replies: 107
Views: 66832

Re: New SNES game in development: Furry RPG (working title)

tepples wrote:You appear to be describing a change in pitch.

I've never played ToP. But in F-Zero, the camera starts straight down, zooms in, and then rapidly pitches up to gameplay position. Is that the effect you're referring to?
Right. :-)