Search found 129 matches
- Thu Dec 15, 2016 2:09 am
- Forum: SNESdev
- Topic: 16-bit pointers on the SPC-700
- Replies: 17
- Views: 7724
Re: 16-bit pointers on the SPC-700
I agree with all of the above. The not so "straight forward" part of what I said is that for data to end up in the direct page, it almost always has to take the detour through an actual CPU register. Pushing/popping stuff between direct page and the stack quickly eats up cycles. That said,...
- Tue Dec 13, 2016 4:30 pm
- Forum: SNESdev
- Topic: 16-bit pointers on the SPC-700
- Replies: 17
- Views: 7724
Re: 16-bit pointers on the SPC-700
Oh, it's on! I heard from Breakin' that you two decided to make some stuff... As many already mentioned, working with memory is almost identical to how you would do things on 65xx – although I'm in the camp that thinks the SPC700 differs enough from 65xx to not simply think of it as such and use an ...
- Fri Dec 09, 2016 2:29 am
- Forum: SNESdev
- Topic: Interest in "modern" SNES Development Hardware?
- Replies: 153
- Views: 45865
Re: Interest in "modern" SNES Development Hardware?
Nitpicking aside, neither 65xx nor Z80 is well equipped for efficient compilation of C code. There are examples of really efficient FORTH implementations for 65xx... I've been thinking a bit if one could make a more easily digestable high level language on top of FORTH that would suit the SNES. Some...
- Tue Oct 18, 2016 12:38 pm
- Forum: SNESdev
- Topic: DSP Unmute
- Replies: 16
- Views: 6147
Re: DSP Unmute
Just as a side note it's good practice to jump back to the IPL (jmp !$ffc0 (yes, I seem to be one of the few here that prefers the "native" mnemonics
)) after executing a snippet like this, otherwise it's impossible to communicate with the SPC again until the SNES is reset.
- Sun Aug 28, 2016 10:52 am
- Forum: SNESdev
- Topic: SD2SNES, sending rom over USB?
- Replies: 34
- Views: 16349
Re: SD2SNES, sending rom over USB?
Serial cable and header strip ordered! Thinking about usage, it would indeed be neat to facilitate printing from the SNES side via an MMIO register. Maybe right above the MSU-1 registers at $00-3f:2008/$80-bf:2008. While connected, any bytes written there would simply be printed over the TTY.
- Sun Aug 28, 2016 6:03 am
- Forum: SNESdev
- Topic: SD2SNES, sending rom over USB?
- Replies: 34
- Views: 16349
Re: SD2SNES, sending rom over USB?
Ok, thank you all! As I suspected, nothing is really implemented yet. UART would be quite slow I suspect, and regarding wifi SD cards, I have never seen one able to receive data (only send). Anyway, for now I was only curious over the USB port and not about other options. For now it seems like it's...
- Thu Aug 11, 2016 2:13 am
- Forum: SNESdev
- Topic: Some tidbits about the Cx4 (attn: byuu, nocash)
- Replies: 47
- Views: 58175
Re: Some tidbits about the Cx4 (attn: byuu, nocash)
Ikari: Do you plan to implement any way of loading custom Cx4 code with SD2SNES? For example by using the format byuu proposed here.
- Tue Apr 05, 2016 9:30 am
- Forum: SNESdev
- Topic: SNES Splatoon (How do I shot HiROM?)
- Replies: 294
- Views: 65430
Re: SNES Splatoon (Not Even A Demo Yet Though...)
Using "B" to refer to DB is rather confusing indeed, since "B" is what WDC calls the upper (hidden) 8-bits of the accumulator. Does anything refer to bits 15-8 of A as "B" other than the XBA instruction? If not, we could retcon that as "eXchange Bytes of A". ...
- Tue Apr 05, 2016 1:38 am
- Forum: SNESdev
- Topic: SNES Splatoon (How do I shot HiROM?)
- Replies: 294
- Views: 65430
Re: SNES Splatoon (Not Even A Demo Yet Though...)
I'm not gonna dive too deep into this discussion, but I feel that the nomenclature around 65816 registers is further messing things up... Koitsu prefers the shorthand names that can be inferred from the mnemonics, which is concise but quite confusing. "K" and "B" are both inferre...
- Sat Feb 13, 2016 2:00 am
- Forum: SNESdev
- Topic: 2bpp bullet rendering
- Replies: 58
- Views: 13542
Re: 2bpp bullet rendering
93143: Did you ever consider to render the game exclusively in TATE orientation? Opens up a whole lot of possibilities for vertical shooters.
- Sat Jan 30, 2016 12:07 pm
- Forum: SNESdev
- Topic: SNES games with good graphics
- Replies: 25
- Views: 7653
Re: SNES games with good graphics
I'm obviously with the minority (here), but SMW is to me one of the best looking SNES games. Wonderfully clean and consistent style. DKC is the antithesis of that and has aged horribly bad.
- Wed Jan 13, 2016 4:35 am
- Forum: SNESdev
- Topic: Is It Time to Start Over?
- Replies: 64
- Views: 18488
Re: Is It Time to Start Over?
Ha! Indeed. Should've read the documentation myself first. Got tricked by the big N naming of $2122 which is "CGDATA".Pokun wrote:According to superfamicom.org $2122 is only for writing data, not reading. Reading is done using $213B..
- Wed Jan 13, 2016 3:52 am
- Forum: SNESdev
- Topic: Is It Time to Start Over?
- Replies: 64
- Views: 18488
Re: Is It Time to Start Over?
Well, I got the color to show onscreen, and I decided that I wanted to see if I could cycle through every color combination by adding 1 to the color value, but for some reason, it kept uploading the newer color value in a spot 1 greater than the last one, so color 0 stayed the same color. I know th...
- Mon Jan 11, 2016 1:45 am
- Forum: SNESdev
- Topic: Three Anthrox members who were also Argonaut employees
- Replies: 15
- Views: 16502
Re: Three Anthrox members who were also Argonaut employees
The Censor members did their scene releases before getting into professional SNES development. However, they (and I would assume most other groups) had access to the early NOA documentation. There were also some "informants" helping out (especially with the APU which was a tricky beast at ...
- Sun Jan 10, 2016 2:23 pm
- Forum: SNESdev
- Topic: Checksum Craziness
- Replies: 20
- Views: 14924
Re: Checksum Craziness
This thread made me put some polish to the small tool I've used for setting checksums on my own builds... I just uploaded it to GitHub: SuperFamicheck It was a pretty interesting, however useless, detour! It should display info and optionally fix most ROMs without too many false positives (at least ...