Search found 129 matches

by Optiroc
Tue Mar 28, 2017 2:17 am
Forum: SNESdev
Topic: FM synth BRR sample generator
Replies: 69
Views: 23199

Re: FM synth BRR sample generator

Wow, this is awesome!
by Optiroc
Thu Mar 09, 2017 3:18 am
Forum: SNESdev
Topic: Question on how to integrate CPU and APU for SNES emulator
Replies: 10
Views: 3674

Re: Question on how to integrate CPU and APU for SNES emulat

Scheduling and synchronization is possibly the trickiest part for a software based emulator to get right, and harder yet to get efficient (I specify "software" here, because with FPGA based emulation the situation is quite different). There was an interesting discussion on the topic on thi...
by Optiroc
Fri Mar 03, 2017 4:06 am
Forum: SNESdev
Topic: getting started on SNES
Replies: 59
Views: 30768

Re: getting started on SNES

At least I tried to help? No need to be snarky.. Yeah, sorry about lashing out a bit there. Especially since you stating "multiplying by either 4 or 2" is technically exactly true depending if you want the word or byte offset. :oops: (Then, of course, not having an OAM shadow buffer in RA...
by Optiroc
Thu Mar 02, 2017 12:32 pm
Forum: SNESdev
Topic: getting started on SNES
Replies: 59
Views: 30768

Re: getting started on SNES

Not particularly weird considering that the size of each OAM entry is 4 bytes. Exactly, so why multiply the address by 2? (I'm recalling now that it was actually 2 because that's what made it seem weird to me.) By the way, I actually have no right to try to help here. I'm probably confusing you mor...
by Optiroc
Thu Mar 02, 2017 1:17 am
Forum: SNESdev
Topic: getting started on SNES
Replies: 59
Views: 30768

Re: getting started on SNES

zkip wrote:Also, the way OAM works on the SNES seems weird to me. IIRC, you have the set the sprite number multiplied by either 2 or 4 when you write the OAM address low.
Not particularly weird considering that the size of each OAM entry is 4 bytes.
by Optiroc
Wed Feb 08, 2017 3:16 pm
Forum: SNESdev
Topic: Interest in "modern" SNES Development Hardware?
Replies: 153
Views: 45862

Re: Interest in "modern" SNES Development Hardware?

lidnariq wrote:Would it be a useful starting place to make a converter that starts with Tiled's tmx files?
Oh, of course, I should absolutely add support for a Tiled workflow!
by Optiroc
Wed Feb 08, 2017 2:55 pm
Forum: SNESdev
Topic: Interest in "modern" SNES Development Hardware?
Replies: 153
Views: 45862

Re: Interest in "modern" SNES Development Hardware?

[*]Graphics conversion: I made a tool that can convert an indexed PNG, GIF, or BMP to 2-, 4-, or 8-bit planar or 8-bit packed formats, which I included with my Super NES project template . It currently doesn't do anything related to palettes or maps though. Though I made a tool to convert a PNG tit...
by Optiroc
Tue Feb 07, 2017 11:11 am
Forum: SNESdev
Topic: Interest in "modern" SNES Development Hardware?
Replies: 153
Views: 45862

Re: Interest in "modern" SNES Development Hardware?

I've been chipping away at my dev setup/framework, libSFX , for some time now. It started life to handle S-CPU boilerplate for my S-APU tinkering (and to get me out of the tools ghetto that this thread is mostly about), but now it's possibly a good starting point for anyone that wants to get started...
by Optiroc
Thu Jan 19, 2017 2:42 am
Forum: SNESdev
Topic: bsnes-plus and xkas-plus (new debugger and assembler)
Replies: 210
Views: 196726

Re: bsnes-plus and xkas-plus (new debugger and assembler)

Virtual Machines don't emulate absolute positioning, they only emulate relative positioning. eg, if I move the mouse over the window the virtual machine is running in and click, the mouse "real coordinates" will be in the center of the screen, and it will calculate the movement from the c...
by Optiroc
Wed Jan 18, 2017 9:45 am
Forum: SNESdev
Topic: bsnes-plus and xkas-plus (new debugger and assembler)
Replies: 210
Views: 196726

Re: bsnes-plus and xkas-plus (new debugger and assembler)

Update: After some digging through old Apple documentation I managed to "pin" and hide the cursor when mouse access is requested, while still retrieving movement deltas. Works like a charm now!

PS: My macOS build is downloadable at https://goo.gl/06Ofmd
by Optiroc
Wed Jan 18, 2017 6:18 am
Forum: SNESdev
Topic: bsnes-plus and xkas-plus (new debugger and assembler)
Replies: 210
Views: 196726

Re: bsnes-plus and xkas-plus (new debugger and assembler)

I'm working on some SNES Mouse stuff so I'm adding mouse support to the Carbon input driver. However! Since I don't have access to the canonical windows build at the moment I'm not quite sure how it's supposed to map the mouse input. At the moment I'm just feeding mouse coordinate deltas to table[mo...
by Optiroc
Sun Jan 08, 2017 5:18 am
Forum: SNESdev
Topic: LoROM vs HiROM
Replies: 25
Views: 18143

Re: LoROM vs HiROM

I for one enjoyed koitsu's good clean joke. (: Anyway, I looked around for some old file_id.diz:s and "HI-ROM" was around at least as early as 1992. "SlowROM" fixes, too. Exhibit A: PDX-BOM2.LZH 464445 09-03-92 ________/\________ /\_______ /\____ ____ \_____ \ \_____ \/ \____ \/ ...
by Optiroc
Sat Jan 07, 2017 8:24 am
Forum: SNESdev
Topic: LoROM vs HiROM
Replies: 25
Views: 18143

Re: LoROM vs HiROM

My memory fails me here... Anyone remember what terminology the Wildcards, Magicoms, Fighters and assorted Doctors used?
by Optiroc
Mon Dec 19, 2016 3:41 pm
Forum: SNESdev
Topic: 16-bit pointers on the SPC-700
Replies: 17
Views: 7723

Re: 16-bit pointers on the SPC-700

I wish emulators hand an option for opcode statistics when a running game; record the occurrence rate of each opcode. That would be super easy to add to bsnes+ (and any other emulator, of course, but bsnes+ is a good candidate since the debugging side is in good shape and very malleable). I'm not s...
by Optiroc
Fri Dec 16, 2016 1:27 am
Forum: SNESdev
Topic: 16-bit pointers on the SPC-700
Replies: 17
Views: 7723

Re: 16-bit pointers on the SPC-700

Yeah, no additions were made to indirect access outside of the zero page. In fact, ldy abs,x and ldx abs,y was curiously removed. Also removed was the only instruction using absolute indirect addressing, jmp (abs) . Or rather, it was replaced by jmp [!abs+x] ... Anyway, I quite enjoy the quirky addi...