Search found 129 matches
- Fri Feb 13, 2015 2:14 pm
- Forum: SNESdev
- Topic: Main principles of creating an "object"
- Replies: 118
- Views: 20895
Re: Main principles of creating an "object"
The object system in Super Road Blaster is extremely impressive as a feat of WLA wrangling. It's not really built for optimum performance, though. For example, a shoot em up would hit the "within one frame" limit with rather few active objects. (Going from what I remember from reading the ...
- Sun Jan 25, 2015 12:17 pm
- Forum: SNESdev
- Topic: PCX Palette Converter to SNES (C & C#)
- Replies: 25
- Views: 7127
Re: PCX Palette Converter to SNES (C#)
I took a look at Python. As simple and convenient as scripting languages can be, it seems inconvenient to open up a file expecting an executable just to find that it's a script and there's some interpreter needed. (Then again, I'm the one using .NET...) I can see your reasoning, I guess, but usuall...
- Fri Jan 16, 2015 4:19 am
- Forum: SNESdev
- Topic: How do you guys debug on SNES?
- Replies: 17
- Views: 7592
Re: How do you guys debug on SNES?
Has anyone here used the UART interface on SD2SNES for hardware debugging? There's solder points on the PCB and at least hooks to use it in the SD2SNES firmware.
- Wed Jan 07, 2015 2:21 pm
- Forum: SNESdev
- Topic: Sublime Text Build System for SNES
- Replies: 10
- Views: 3037
Re: Sublime Text Build System for SNES
What is your beef with macros in wla? How do you work with spc/audio code then? Also, at some point I came across your 65816 syntax highlighting, cool stuff! The thing that made me give up on WLA was the inability to use some assembler directives from within a macro (which doesn't make sense since ...
- Tue Jan 06, 2015 3:51 pm
- Forum: SNESdev
- Topic: Sublime Text Build System for SNES
- Replies: 10
- Views: 3037
Re: Sublime Text Build System for SNES
d4s' SNES work is the most impressive publicly shared I've seen. The object oriented runtime created for Super Road Blaster is quite a trip, as is the makefile . Personally I'm taking a new stab at SNES coding at the moment. I decided not to use WLA this time around since it's not likely to be impro...
- Mon Aug 25, 2014 2:05 am
- Forum: SNESdev
- Topic: What kind of 3D calculations were used in SuperFX games?
- Replies: 40
- Views: 14048
Re: What kind of 3D calculations were used in SuperFX games?
Actually, it does have a dedicated PLOT instruction specifically meant for rasterization (it places a pixel at the given coordinates and then advances the coordinates to the next pixel). It only covers the filling part though, not the part where it gives shape to the triangle, but it's something. I...
- Sat Aug 23, 2014 11:54 am
- Forum: SNESdev
- Topic: What kind of 3D calculations were used in SuperFX games?
- Replies: 40
- Views: 14048
Re: What kind of 3D calculations were used in SuperFX games?
Given that the GSU (aka SuperFX) is only a specialized DSP without hardware support for rasterization, the bottleneck must in most cases have been triangle filling. Then of course, to minimize the amount of filling needed a lot of cycles was probably instead spent on culling and sorting triangles be...
- Tue May 13, 2014 11:30 am
- Forum: SNESdev
- Topic: polygon demo
- Replies: 20
- Views: 5257
Re: polygon demo
"No cheating" is not really a good trait when dealing with quirky slow machines like these... 
- Thu Apr 24, 2014 7:31 am
- Forum: SNESdev
- Topic: New SNES demo released at The Gathering 2014
- Replies: 26
- Views: 16656
Re: New SNES demo released at The Gathering 2014
The visuals just being "streamed" from ROM is a bit of a let down, but hey; who's anyone to complain when no one else put out a decent SNES demo in over a decade. (:
Also, the really impressive piece of code here is the custom SPC music system, and it sounds damn good too.
Also, the really impressive piece of code here is the custom SPC music system, and it sounds damn good too.