Last time I compiled was with Qt 5.10.1.Oziphantom wrote:QT only uses Cromeiumn.
Which version of QT 5 do you use? 5.?
as the issue may be that the API and filenames have changed between versions and that is the issue...
Search found 129 matches
- Tue Apr 24, 2018 1:52 am
- Forum: SNESdev
- Topic: Snes Debugger
- Replies: 16
- Views: 8564
Re: Snes Debugger
- Thu Apr 19, 2018 7:27 am
- Forum: SNESdev
- Topic: Snes Debugger
- Replies: 16
- Views: 8564
Re: Snes Debugger
Is the QWebEngine in a specific version that has been depreciated and renamed?? I'm using QT 5.10.1 What do you use it for even? Oh, yeah, sorry to put you through all this pain! I use a WebEngine view as a quick (and dirty) way to get a fast asynchronous log view in the debugger. I’d love to drop ...
- Wed Apr 18, 2018 5:46 am
- Forum: SNESdev
- Topic: Snes Debugger
- Replies: 16
- Views: 8564
Re: Snes Debugger
Ok so I set up a Win7 VM to install MingDW and QT at the right versions, would be nice if the "instructions" told me the exact right setup before I had to install, realize it was wrong and then reinstall stuff ;) However I can't not see a way to view WRAM as tiles. Its a lot better than t...
- Tue Apr 17, 2018 11:02 am
- Forum: SNESdev
- Topic: Snes Debugger
- Replies: 16
- Views: 8564
Re: Snes Debugger
bsnes+ has it as of sometime last year courtesy of undisbeliever. I don’t think it’s included in any binary release yet unfortunately.
- Mon Apr 09, 2018 5:02 am
- Forum: SNESdev
- Topic: new to snes environment, have some questions.
- Replies: 102
- Views: 32249
Re: new to snes environment, have some questions.
I'm using 2bpp tile graphics. Now again this is all new to me, so I may have done this wrong. I used YY-CHR, to copy a tileset from an NES rom, and I pasted it within my SNES test rom. Now, when the tileset is injected into the VRAM, the 2bpp mode shows my tiles as "every-other", meaning ...
- Sat Apr 07, 2018 10:24 pm
- Forum: SNESdev
- Topic: new to snes environment, have some questions.
- Replies: 102
- Views: 32249
Re: new to snes environment, have some questions.
Oh yeah, one more thing: All addresses and lengths on the PPU are specified in 16-bit words. 0x2000 bytes = 0x1000 words, “byte address” 0x6000 = “word address” 0x3000, and so on.
- Sat Apr 07, 2018 2:23 pm
- Forum: SNESdev
- Topic: new to snes environment, have some questions.
- Replies: 102
- Views: 32249
Re: new to snes environment, have some questions.
- Are you sure the accumulator/memory width is 8 bits? As the code is written that is the assumption, but it would assemble just fine in 16 bit mode and then all the register writes will put an extra zero at the next address, possibly messing things up. - Is the system in vblank or forced blanking w...
- Sat Apr 07, 2018 1:24 pm
- Forum: SNESdev
- Topic: SNES LoROM mapping
- Replies: 6
- Views: 4734
Re: SNES LoROM mapping
That said, any ranges not actually used by system MMIO or RAM are also usable on external buses, but I don’t think any official cartridges or peripherals do that. HiROM games with RAM do... Ah, of course. :oops: Actually, most expansion chip MMIO fall in these ranges, doesn’t it? Still, the point s...
- Sat Apr 07, 2018 12:07 pm
- Forum: SNESdev
- Topic: SNES LoROM mapping
- Replies: 6
- Views: 4734
Re: SNES LoROM mapping
What you’re saying is absolutely true for the mapping scheme commonly known as LoROM. The SNES memory map can seem very confusing. What made it finally “click” with me was the realization that the SNES asserts the /ROMSEL pin on the cartridge connector for these address ranges: 00-3F:8000-FFFF 40-7D...
- Tue Feb 06, 2018 1:43 am
- Forum: SNESdev
- Topic: "TwistIT", a small demo/intro
- Replies: 30
- Views: 11249
Re: "TwistIT", a small demo/intro
Aha, neat trick with the bitplane conversion! I honestly wonder if that sort of thing isn't specifically what Nintendo intended the address translation bits in $2115 to be used for. In particular, part of what led me to experiment with it was the way it's described in nocash's docs: Yeah, maybe. Th...
- Mon Feb 05, 2018 3:16 am
- Forum: SNESdev
- Topic: "TwistIT", a small demo/intro
- Replies: 30
- Views: 11249
Re: "TwistIT", a small demo/intro
Aha, neat trick with the bitplane conversion!
- Sat Feb 03, 2018 5:09 am
- Forum: NESdev
- Topic: Koei bytecode
- Replies: 44
- Views: 36834
Re: Koei bytecode
I missed this thread, very interesting stuff! I recently reverse engineered parts of Super Robot Wars Gaiden Masōkishin, and it turns out that the game is entirely orchestrated by a bytecode interpreter. I couldn’t say if the bytecode is compiled from C, but I would guess not actually. The instructi...
- Thu Feb 01, 2018 4:42 am
- Forum: SNESdev
- Topic: Limit in total code size? [SOLVED]
- Replies: 15
- Views: 9142
Re: Limit in total code size?
It seems SMP related, so your guess about that was correct. The 65816 is waiting for the sound CPU to put #0 on IO port 0, which never happens.
- Tue Jan 30, 2018 12:37 pm
- Forum: SNESdev
- Topic: Limit in total code size? [SOLVED]
- Replies: 15
- Views: 9142
Re: Limit in total code size?
Have you tried investigating the bug with a debugging emulator? Neither tcc nor wla is super reliable, so there’s really no better way to learn more than trying to pinpoint the issue in a debugger.
- Mon Jan 15, 2018 4:58 am
- Forum: SNESdev
- Topic: How to debug custom sd2snes fw? (Possible n00b question)
- Replies: 9
- Views: 6242
Re: How to debug custom sd2snes fw? (Possible n00b question)
I'm very curious about this project! Did you make any progress, kmeisthax?