Search found 84 matches

by benjaminsantiago
Sat Feb 07, 2015 11:16 pm
Forum: SNESdev
Topic: Any Recommendations for SNES Tracker forums?
Replies: 13
Views: 4798

Re: Any Recommendations for SNES Tracker forums?

Ohhhhhhhhhh snap! I'm going to be on the forums soon, I'm starting to go through the videos. Looks really cool so far. Let me know if there's anything that you'd need help with, ux design? testing on Windows? I'd be down for whatever. I've been trying to use stuff that is readily available (SNES GSS...
by benjaminsantiago
Tue Feb 03, 2015 1:07 am
Forum: SNESdev
Topic: New SNES game in development: Furry RPG (working title)
Replies: 107
Views: 66829

Re: New SNES game in development: Furry RPG (working title)

the issue I had was with a snare sample that kind of trailed off, it got a little bit shorter and more "clamped down" in the final .spc file. I also tried to pitch shift a sample up too far (I think 4 or 5 octaves I forget what the limits on the SNES are as I type this), and it just wasn't...
by benjaminsantiago
Mon Feb 02, 2015 7:58 pm
Forum: SNESdev
Topic: Who else is doing SNES music?
Replies: 3
Views: 1672

Who else is doing SNES music?

I've been doing some formal experiments with SNES music in SNESGSS and Schism Tracker. I'm curious who else might be doing that stuff. I'm only really aware of Kung Fu Furby. I also know people like William Kage, but I'm confused by the whole soundfont thing. https://soundcloud.com/benjaminsantiago/...
by benjaminsantiago
Mon Feb 02, 2015 7:55 pm
Forum: SNESdev
Topic: New SNES game in development: Furry RPG (working title)
Replies: 107
Views: 66829

Re: New SNES game in development: Furry RPG (working title)

At least SNESGSS let's you add arbitrary volume changes and pretty transparently adjust samples, and portamento. I've been thinking about making my own SNES tools but I'm not much of a programmer (they'd be made in Processing, which is built on top of Java at this point, and then I'd probably port t...
by benjaminsantiago
Thu Jan 15, 2015 12:39 am
Forum: SNESdev
Topic: How do you guys debug on SNES?
Replies: 17
Views: 7591

How do you guys debug on SNES?

Just curious if I should be doing something more sophisticated. When I have to debug code that is not working correctly I feel kind of at a loss. I'm left with: take out the code that isn't work, make the background change to color X to see if it got to this specific nugget of code. The most sophist...
by benjaminsantiago
Tue Jan 06, 2015 4:55 pm
Forum: SNESdev
Topic: Sublime Text Build System for SNES
Replies: 10
Views: 3037

Re: Sublime Text Build System for SNES

Thanks guys. I come from an art/design background so my experience with programming hasn't included make yet (I started with HTML/CSS/Javascript and Actionscript in highschool and eventually learned Processing which is built on top of Java). The build system used in my Super NES project template use...
by benjaminsantiago
Tue Jan 06, 2015 12:12 pm
Forum: SNESdev
Topic: Sublime Text Build System for SNES
Replies: 10
Views: 3037

Re: Sublime Text Build System for SNES

Yeah, I'm hoping I can eventually also make it smart enough to assemble everything if I have sound code as well, haven't tested the limits of robustness of sublime text in that regard. I haven't messed around with using multiple objects, what kind of stuff do you do with them? Honestly, I'm still tr...
by benjaminsantiago
Tue Jan 06, 2015 11:38 am
Forum: SNESdev
Topic: Sublime Text Build System for SNES
Replies: 10
Views: 3037

Sublime Text Build System for SNES

I made a video for a build system I made in Sublime Text for SNES check itttt:
https://www.youtube.com/watch?v=Syg1kzBPyXU

If you want the actual build system it is over here:

https://github.com/BenjaminSantiago/Sup ... ublimeText
by benjaminsantiago
Sun Dec 28, 2014 6:19 pm
Forum: General Stuff
Topic: stories on the development of arcade games and boards?
Replies: 7
Views: 3483

stories on the development of arcade games and boards?

It seems like the annals of video game history are filled with Dooms/CodeMasters/Ralph Baers/Shigeru Miyamotos, largely the history of home and PC gaming. I've been really curious about companies like Toaplan, Data East and Irem from the "golden era" of brawlers and shooters. I'm curious t...
by benjaminsantiago
Wed Dec 03, 2014 12:55 pm
Forum: SNESdev
Topic: SNES game programing help
Replies: 68
Views: 13456

Re: SNES game programing help

Hey guys I just wanted to chime in, I just started graduate school (for graphic design not "computational fluid dynamics" or anything directly math/computer science related as 93143 pointed out :lol: ) so I haven't been active on this forum. I use Sublime Text which a few people have made ...
by benjaminsantiago
Tue Jul 29, 2014 1:24 pm
Forum: SNESdev
Topic: Getting HiROM/map no 21 image to work correctly?
Replies: 12
Views: 3719

Re: Getting HiROM/map no 21 image to work correctly?

It has to be -- it's emulating a 65c02 which only has 16 bits of addressing space (no concept of banks). So everything operates out of $00. ohhhhh yeah! I didn't try to think about it that way. I know that you have to get into native mode on start up but I didn't think about WHY. Now look at a mode...
by benjaminsantiago
Tue Jul 29, 2014 9:34 am
Forum: SNESdev
Topic: Getting HiROM/map no 21 image to work correctly?
Replies: 12
Views: 3719

Re: Getting HiROM/map no 21 image to work correctly?

Thanks koitsu! So the reset vector has to be somewhere in $8000-$FFFF because the bank (can't remember if it's supposed to be the program or data bank) is initially zero right? I assume that has something to do with the jump you (koitsu) were talking about. If that's the case and you can use the $00...
by benjaminsantiago
Mon Jul 28, 2014 10:11 pm
Forum: SNESdev
Topic: Is it possible to initiate a reset through the controller ..
Replies: 12
Views: 4099

Re: Is it possible to initiate a reset through the controlle

ha yeah I wasn't trying to advocate shorting the console out. I think it should be possible to do something like a "pass through cart" with a switch attached. The passthrough cart could find the header for the cart and then make it so the game will go to the reset vector when pressed. It c...
by benjaminsantiago
Mon Jul 28, 2014 5:44 pm
Forum: SNESdev
Topic: Getting HiROM/map no 21 image to work correctly?
Replies: 12
Views: 3719

Re: Getting HiROM/map no 21 image to work correctly?

All the assembler pseudo-directives (I'm not familiar with bazz though) like .base and .org are to help the assembler know how to just for clarity, the assembler I am using is wla, bazz is a dude who made tutorials (sometimes on here), and bass is another assembler by byuu (also sometimes on here).
by benjaminsantiago
Mon Jul 28, 2014 5:39 pm
Forum: SNESdev
Topic: Getting HiROM/map no 21 image to work correctly?
Replies: 12
Views: 3719

Re: Getting HiROM/map no 21 image to work correctly?

Well, using NO$SNS's debugger, where does it start execution? Do you see those bytes near the header? AIUI, the 65816 is "supposed" to start execution from the address pointed to at [$00FFFC] in 65C02 compatibility mode. I'm a be real, I don't know how to do this in NO$SNS, In SNES9X (the...