Search found 129 matches
- 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...
- 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...
- 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 ...
- 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.. (: ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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)....
- 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...
- 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...
- 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...
- 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...