Search found 129 matches
- 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!
- 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...
- 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...
- 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...
- Thu Mar 02, 2017 1:17 am
- 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.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.
- 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?
Oh, of course, I should absolutely add support for a Tiled workflow!lidnariq wrote:Would it be a useful starting place to make a converter that starts with Tiled's tmx files?
- 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...
- 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...
- 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...
- 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
PS: My macOS build is downloadable at https://goo.gl/06Ofmd
- 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...
- 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 ________/\________ /\_______ /\____ ____ \_____ \ \_____ \/ \____ \/ ...
- 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?
- 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...
- 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...