Search found 84 matches
- 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...
- 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...
- 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/...
- 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...
- 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...
- 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...
- 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...
- 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
https://www.youtube.com/watch?v=Syg1kzBPyXU
If you want the actual build system it is over here:
https://github.com/BenjaminSantiago/Sup ... ublimeText
- 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...
- 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 ...
- 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...
- 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 $00...
- Mon Jul 28, 2014 10:11 pm
- Forum: SNESdev
- Topic: Is it possible to initiate a reset through the controller ..
- Replies: 12
- Views: 4099
Re: Is it possible to initiate a reset through the controlle
ha yeah I wasn't trying to advocate shorting the console out. I think it should be possible to do something like a "pass through cart" with a switch attached. The passthrough cart could find the header for the cart and then make it so the game will go to the reset vector when pressed. It c...
- Mon Jul 28, 2014 5:44 pm
- Forum: SNESdev
- Topic: Getting HiROM/map no 21 image to work correctly?
- Replies: 12
- Views: 3719
Re: Getting HiROM/map no 21 image to work correctly?
All the assembler pseudo-directives (I'm not familiar with bazz though) like .base and .org are to help the assembler know how to just for clarity, the assembler I am using is wla, bazz is a dude who made tutorials (sometimes on here), and bass is another assembler by byuu (also sometimes on here).
- Mon Jul 28, 2014 5:39 pm
- Forum: SNESdev
- Topic: Getting HiROM/map no 21 image to work correctly?
- Replies: 12
- Views: 3719
Re: Getting HiROM/map no 21 image to work correctly?
Well, using NO$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...