Search found 341 matches
- 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...
- 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! 
- 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...
- 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...
- 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...
- 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.
- 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 ...
- 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
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.tepples wrote:Is WLA sensitive to initial spaces? You might need a space before .db if so, as it's not a label.
- 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. 
- 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. 
- 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!
Ramsis
wow, this is really well thought out. I can only agree to stick with your current implementation.
Thank you for your time and effort!
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...
- 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...
- 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. 
- 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)
Right.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?