Search found 129 matches

by Optiroc
Thu May 28, 2015 2:25 am
Forum: SNESdev
Topic: "Animation engine" idea help.
Replies: 83
Views: 15735

Re: "Animation engine" idea help.

There's no addressing mode using a register as indirect address. Either use any of the direct page indirection modes, or push the address to the stack and use the stack relative indirect indexed addressing mode (that's a mouthful, and depending on what you need to do it'll probably be slower too). R...
by Optiroc
Wed May 27, 2015 3:30 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)

I'm planning to have breakpoints written out to a file when unloading a game and then automatically (by default) reloaded later, so that they persist across sessions like the FCEUX debugger. Would that suit your needs as well? That'd be great for ROM hacking for sure. When working on your own proje...
by Optiroc
Sat May 23, 2015 2:42 am
Forum: SNESdev
Topic: Question on tile animation
Replies: 53
Views: 13842

Re: Question on tile animation

EDIT: Alright, I was wrong. The instant you touch the warp point, Dragon View copies that crouching position over to BG1. BG1 is apparently empty in that room. It SHOULD be used for the bit of foreground along the bottom with the doorway, but I guess they used sprites for that just in this room so ...
by Optiroc
Sat May 23, 2015 2:38 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)

https://youtu.be/fZPjFJGzI88 Didn't have the time or motivation to work on useful debugging stuff lately, so I spent a couple of hours banging this out instead. Ha! Great stuff. I'll use that as a tool for teaching my kid play our favourite SNES songs on an 8-manual organ in a couple of years.. (: ...
by Optiroc
Fri May 15, 2015 2:58 am
Forum: SNESdev
Topic: Contacting the Author of ca65?
Replies: 39
Views: 8232

Re: Contacting the Author of ca65?

I realized the example I posted above was confusing two different use cases into one. Normally, accessing values in a struct will not involve a DP base address subtraction (since "Instance" and "dp" are the same value they null each other out), so it looks like this: dpage Instan...
by Optiroc
Thu May 14, 2015 3:17 pm
Forum: SNESdev
Topic: Contacting the Author of ca65?
Replies: 39
Views: 8232

Re: Contacting the Author of ca65?

While I appreciate your use of my macro code, I don't think I would use it there myself. Of course it will work, but you could use a numeric variable . Ah, thanks for the input! Basically, most of my problems these first days with ca65 have come down to me not entirely grasping ca65's macro symbols...
by Optiroc
Thu May 14, 2015 5:18 am
Forum: SNESdev
Topic: Contacting the Author of ca65?
Replies: 39
Views: 8232

Re: Contacting the Author of ca65?

Now that I've made the move to ca65, here's how I deal with the relocatable direct page. Provided there's some memory location called "Instance" with space reserved for an "Object" .struct: dpage Instance lda z:Instance+Object::Id-dp ldx z:Instance+Object::SpeedX-dp ldy z:Instanc...
by Optiroc
Tue May 12, 2015 5:09 am
Forum: SNESdev
Topic: Main principles of creating an "object"
Replies: 118
Views: 20896

Re: Main principles of creating an "object"

Issue has been discussed before. ca65 will generate opcodes using direct page opcodes, as long as the addresses referenced are within $0000-00FF (ZEROPAGE segment), i.e. lda $0000 will get turned into $A5 00, while lda $0100 would get turned into $AD 00 01 (there is no "direct page" versi...
by Optiroc
Thu Apr 30, 2015 4:39 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)

Could you try building again from the latest source without the modified Qt 4 headers? AWJ changed things a bit in his upstream fork so that macro issue should no longer happen, so you should be able to build on OS X 100% problem-free now (hopefully...) Yes, now it works without modified CoreGraphi...
by Optiroc
Mon Apr 27, 2015 5:12 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)

> How much work would it be to migrate to Qt 5? Trying to build on OS X and Qt 4 relies on Carbon which is 32-bit only. I've built the old Qt 4 bsnes to use 64-bit Cocoa before. It had all the usual Qt-caused bugs you'd expect, but it worked. You might have to do some digging if (whoever owns Qt th...
by Optiroc
Sun Apr 26, 2015 1:50 pm
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)

Qt 4 supports both Carbon and Cocoa, so I'd probably rather just switch to the Cocoa version of Qt 4 instead of going to Qt 5 (Qt 4 is also much more lightweight out of the box than Qt 5 is, and I've had serious issues with Qt 5 on OS X in the past, so I'd rather play it safe and stick with 4.8.6)....
by Optiroc
Sun Apr 26, 2015 1:11 pm
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)

Wow, super nice work! How much work would it be to migrate to Qt 5? Trying to build on OS X and Qt 4 relies on Carbon which is 32-bit only. Trying to target 32-bit only now, let's see if that does the job... EDIT: Got some compiler errors, which at first I thought would be remedied by forcing a 32-b...
by Optiroc
Fri Mar 06, 2015 5:18 pm
Forum: SNESdev
Topic: Were any commercial SNES games written in C?
Replies: 37
Views: 15594

Re: Were any commercial SNES games written in C?

I'm really septic about the fact that Doom on SNES was coded in C, is there any C compiler for the SuperFX in first place ? I don't think so... There's no official argonaut or nintendo C compiler for the GSU, but iirc carmack has dabbled in compiler development so it's certainly a possibility. I mi...
by Optiroc
Wed Feb 25, 2015 11:45 pm
Forum: SNESdev
Topic: Were any commercial SNES games written in C?
Replies: 37
Views: 15594

Re: Were any commercial SNES games written in C?

Many games actually may be coded in C, I heard japanese devs mostly used C and that even SuperFX-2 title Doom coded in C with no assembly involved what so ever. Makes sense for me, if some game's slowdowns too much. I'd love to see that GSU C compiler (ie. what you've heard isn't worth jack without...
by Optiroc
Sat Feb 14, 2015 4:19 pm
Forum: SNESdev
Topic: Main principles of creating an "object"
Replies: 118
Views: 20896

Re: Main principles of creating an "object"

I'm not sure any traditional data structure for keeping track of empty slots would be advantageous either, compared to say, an offset to the last "released" object. Possibly a circular FIFO stack could work though... In this case, the linked list of free objects acts as a LIFO stack. Ther...