Search found 84 matches
- Mon Jun 09, 2014 2:53 pm
- Forum: SNESdev
- Topic: can you actually put 128 sprites onscreen simultaneously?
- Replies: 13
- Views: 4207
Re: can you actually put 128 sprites onscreen simultaneously
Maybe try to place the unused sprites offscreen at y=$e0. It's hard to tell what the problem is without posting some code. Yeah I will just do some experiments and see what is up. I couldn't recall a game with 128 sprites just chillin' on screen which I assume is in part due to the issue that lidna...
- Mon Jun 09, 2014 12:26 pm
- Forum: SNESdev
- Topic: can you actually put 128 sprites onscreen simultaneously?
- Replies: 13
- Views: 4207
Re: can you actually put 128 sprites onscreen simultaneously
The SNES has a limit of 34 eight-pixel-wide segments per scanline, if you have any overlap. Where is this documented? In http://wiki.superfamicom.org/snes/show/Sprites They say that "If there are more than 32 sprites on the scanline, set bit 6 of register $213e". Does that allow more spri...
- Mon Jun 09, 2014 12:23 pm
- Forum: SNESdev
- Topic: can you actually put 128 sprites onscreen simultaneously?
- Replies: 13
- Views: 4207
Re: can you actually put 128 sprites onscreen simultaneously
It should be able to do a whole screen without flickering. Where are you placing unused sprites? I just left them in the upper left corner. I turned off the 9th X-coordinate bits trying to draw all the ones I needed. I'm gonna look at the OAM in some shooters and see how many sprites get used, or t...
- Mon Jun 09, 2014 11:22 am
- Forum: SNESdev
- Topic: can you actually put 128 sprites onscreen simultaneously?
- Replies: 13
- Views: 4207
can you actually put 128 sprites onscreen simultaneously?
I was trying as an exercise to put 56 sprites on screen at once (32x32px ones, 8 rows of 7), and after about 7 of those, they started to not be visible. I think what I wanted to do makes much more sense to do with an animated background, but I am still curious if you can actually put 128 sprites on ...
- Tue May 27, 2014 5:02 pm
- Forum: SNESdev
- Topic: feasibility of having a game editor run on the SNES itself
- Replies: 12
- Views: 3398
Re: feasibility of having a game editor run on the SNES itse
A tile editor that runs on the Super NES allows previewing in real time what composite encoding artifacts will do to your tiles. Otherwise, you have to have the computer, its monitor, the Super NES Control Deck, and its monitor all in the same room, with some sort of serial cable between the two. I...
- Mon May 26, 2014 9:55 pm
- Forum: SNESdev
- Topic: feasibility of having a game editor run on the SNES itself
- Replies: 12
- Views: 3398
Re: feasibility of having a game editor run on the SNES itse
To me it makes more sense to use a tile/sound/graphic editor on PC, and then be able to upload to the system itself. Or to save some kind of specialized debugging for the system itself. Not sure how things like famitracker work on the backend, but it would be cool to have,say, some kind of way to wr...
- Sat May 24, 2014 5:23 pm
- Forum: SNESdev
- Topic: SNES controller code to work properly.
- Replies: 26
- Views: 6293
Re: SNES controller code to work properly.
ha the code would be a mess, you'd $ in front of variables and $ in front of hex numbers.tepples wrote:The hardware does PHP for you during an interrupt, and there's a PLP inside the RTI.
(If only it really did <?php ... ?>)
- Sat May 24, 2014 5:21 pm
- Forum: SNESdev
- Topic: SNES controller code to work properly.
- Replies: 26
- Views: 6293
Re: SNES controller code to work properly.
I guess the general moral of the story is that I need to get better with my 65816-specific knowledge/assembly. I actually just picked up a physical copy of the booked linked before, was trying to get it printed at fedex office but it seemed pretty unreasonable price wise. The one I found had a coffe...
- Wed May 21, 2014 3:06 pm
- Forum: SNESdev
- Topic: SNES controller code to work properly.
- Replies: 26
- Views: 6293
Re: SNES controller code to work properly.
So I've still been trying to get this to work. I switched to try and make the background move via the left and right buttons. It works great on BSNES/higan, however when I tried to upload it to my PowerPak it still hangs up at some even interval. It is a little less than a second. It also makes this...
- Mon May 19, 2014 2:22 pm
- Forum: SNESdev
- Topic: polygon demo
- Replies: 20
- Views: 5257
Re: polygon demo
tight!
- Mon May 19, 2014 12:15 pm
- Forum: SNESdev
- Topic: SNES controller code to work properly.
- Replies: 26
- Views: 6293
Re: SNES controller code to work properly.
nice!psycopathicteen wrote:I just use notepad.
the build engine stuff (allowing you to tie a key command to an assembler/compiler command), tabs, and other stuff make Sublime Text pretty worthwhile, but still not as necessary with ASM.
- Mon May 19, 2014 11:56 am
- Forum: SNESdev
- Topic: SNES controller code to work properly.
- Replies: 26
- Views: 6293
Re: SNES controller code to work properly.
Here is a code that does most of the framework necessary for setting up the SNES. I set up a vblank.txt and main.txt, for people to write code without having to deal with all that other timing crap. woah! I was literally just looking at that other code DoNotWANT attached before (The "Sprite&qu...
- Sun May 18, 2014 9:00 pm
- Forum: SNESdev
- Topic: SNES controller code to work properly.
- Replies: 26
- Views: 6293
Re: SNES controller code to work properly.
I like how somebody actually said the SNES is easy. Once you get the basics the work such as the interrupts, joypads and oam, it becomes a lot more straightforward. DMA animation became easier when I found out it was actually faster to use a table of DMA transfers than to use an unrolled loop updat...
- Sat May 17, 2014 3:43 pm
- Forum: SNESdev
- Topic: SNES controller code to work properly.
- Replies: 26
- Views: 6293
Re: SNES controller code to work properly.
I'm slowly learning SNES programming as well...if you want to have a look. Written for bass v14 by byuu. These look tight, the syntax for bass is a bit arcane to me at the moment though. byuu hangs out in these forums right? Does bass support spc700 code as well? Bass appeals to me for being active...
- Sat May 17, 2014 9:41 am
- Forum: SNESdev
- Topic: SNES controller code to work properly.
- Replies: 26
- Views: 6293
Re: SNES controller code to work properly.
Hey guys thanks for the replies! 2. Your NMI joypad reading routine makes absolutely no sense to me. Hey lol sorry, I made this post after a few days frustration and confusion. Usually I over-comment my code. The way the sequence of checks works after going through it line by line (in other examples...