Search found 3485 matches

by Drew Sebastino
Fri Jan 02, 2015 1:43 pm
Forum: SNESdev
Topic: nesdev.com's "not" longest thread ever.
Replies: 188
Views: 32444

Re: What does it mean to "hack" a game?

Either I'm insane, or I just saw a post that said "Someone almost set up us the bomb." What is "the bomb" anyway? And I'm pretty sure it was supposed to be "Someone almost set us up the bomb."
by Drew Sebastino
Fri Jan 02, 2015 12:26 pm
Forum: SNESdev
Topic: nesdev.com's "not" longest thread ever.
Replies: 188
Views: 32444

Re: What does it mean to "hack" a game?

What you said though about running out of sprites is certainly interesting. With 128 sprites you have quite a situation when you still run out of them. Like I said, this could have easily been avoided if they had used the 16x16 and 32x32 combination. There is a part in level 3 of that game where th...
by Drew Sebastino
Thu Jan 01, 2015 11:17 pm
Forum: SNESdev
Topic: nesdev.com's "not" longest thread ever.
Replies: 188
Views: 32444

Re: What does it mean to "hack" a game?

Although I'm not adding anything to the subject, have you ever seen Super R-Type? It's quite possibly the most inefficiently programed game I've ever seen. So much so that when the game actually goes to normal speed, (when there are absolutely no enemies on screen and you are not pressing the fire b...
by Drew Sebastino
Thu Jan 01, 2015 4:26 pm
Forum: SNESdev
Topic: nesdev.com's "not" longest thread ever.
Replies: 188
Views: 32444

Re: What does it mean to "hack" a game?

yes maybe u understand the basic grasp now of how to implement jumping, but you should NAIL IT DOWN with a demo. The fixed point math reference tepples made is extremely important on these systems without floating support. It's a useful way to use the bytes/words as a cheap decimal fractional notat...
by Drew Sebastino
Thu Jan 01, 2015 2:18 pm
Forum: SNESdev
Topic: nesdev.com's "not" longest thread ever.
Replies: 188
Views: 32444

Re: What does it mean to "hack" a game?

I actually did make a working demo of a character jumping, (using the walker code) but it wasn't very useful because I basically just did bcc on the sprite y variable so that if it went far enough down the screen, it would "pop" it above the line. I don't remember exactly how I did it (I'm...
by Drew Sebastino
Thu Jan 01, 2015 2:03 pm
Forum: SNESdev
Topic: nesdev.com's "not" longest thread ever.
Replies: 188
Views: 32444

Re: What does it mean to "hack" a game?

Super FX adds sprite overdraw. Look at the title screen of Yoshi's Island. Each of those buildings revolving around the center of the island is a quadrilateral drawn by the Super FX coprocessor, and those are sent to the PPU. What you are calling added sprite overdraw is really just a buffer they s...
by Drew Sebastino
Thu Jan 01, 2015 10:58 am
Forum: SNESdev
Topic: nesdev.com's "not" longest thread ever.
Replies: 188
Views: 32444

Re: What does it mean to "hack" a game?

Espozo wrote:The other thing that I think gets my frustrated is how the SNES was made. [...] I do always hear people complain about the CPU speedIf you're referring to "Blast Processing" and "Genesis does what Nintendon't", consider that the 68000 can access memory only on one o...
by Drew Sebastino
Wed Dec 31, 2014 11:54 pm
Forum: SNESdev
Topic: nesdev.com's "not" longest thread ever.
Replies: 188
Views: 32444

Re: What does it mean to "hack" a game?

Since your still hear, I am just going to ask who or what is Neviksti? I've heard the name several times and I just searched the name on Google and I found a website called neviksti.com and this is what it contained... There really isn't much here at the moment. You may be looking for this: SNES Har...
by Drew Sebastino
Wed Dec 31, 2014 11:43 pm
Forum: SNESdev
Topic: nesdev.com's "not" longest thread ever.
Replies: 188
Views: 32444

Re: What does it mean to "hack" a game?

I was about to ask you as to why you seem so angry until I actually noticed that you were the one who made the tutorials. I really am an idiot... :( The tutorials I were bashing the most weren't the ones you wrote. I'm honestly not making this up (I swear!) when I say that the tutorials you wrote we...
by Drew Sebastino
Wed Dec 31, 2014 11:17 pm
Forum: SNESdev
Topic: nesdev.com's "not" longest thread ever.
Replies: 188
Views: 32444

Re: What does it mean to "hack" a game?

Eh, I don't see what's holding you back. Why not try out my tutorials? They take you step by step.. They'll hold your hand more than I will .. lol Are you talking out the ones at superfamicom.org? most of the tutorials there only show you how do things like load data to vram and scale a bg in mode ...
by Drew Sebastino
Wed Dec 31, 2014 10:27 pm
Forum: SNESdev
Topic: nesdev.com's "not" longest thread ever.
Replies: 188
Views: 32444

Re: What does it mean to "hack" a game?

Now to reply to koitsu monster post... Don't worry I'm not angry at you. :wink: (Why would I be anyway?) You seem to do a lot of complaining about the state of programming (particularly in assembly) in these parts, and I get the impression you are very frustrated with the nature of the beast. Is tha...
by Drew Sebastino
Wed Dec 31, 2014 6:14 pm
Forum: SNESdev
Topic: Did any SNES games not use hioam?
Replies: 18
Views: 3895

Re: Did any SNES games not use hioam?

I don't see when they built the SNES why they didn't make it so when the x coordinate byte got past 255, it would overflow into the 9th x bit, but maybe this would have been too hard to implement? It does overflow into the 9th x bit. This bit just happens not to be stored contiguously with the rest...
by Drew Sebastino
Wed Dec 31, 2014 4:25 pm
Forum: SNESdev
Topic: nesdev.com's "not" longest thread ever.
Replies: 188
Views: 32444

Re: What does it mean to "hack" a game?

There are automatic disassembly tools; some expensive (IDA Pro); some free (nescom, nesrevplus); some not fully automated (e.g. FCEUX+disasm6) Based on the titles of these (I haven't looked them up) it looks like they are for the NES, unless the work for both. I have heard that coding for both syst...
by Drew Sebastino
Wed Dec 31, 2014 2:51 pm
Forum: SNESdev
Topic: nesdev.com's "not" longest thread ever.
Replies: 188
Views: 32444

nesdev.com's "not" longest thread ever.

Again, the only reason I am posting this under SNESdev is because it is pretty much my "comfort zone". :oops: I remember looking at a discussion where tepples was showing an example of how to optimize code for the 6502 and the 65c816 and psychopathicteen said that those were the kind of &q...
by Drew Sebastino
Wed Dec 31, 2014 2:21 pm
Forum: SNESdev
Topic: Did any SNES games not use hioam?
Replies: 18
Views: 3895

Re: Did any SNES games not use hioam?

What is "hioam"? I have never heard of this term before. If this is a term you invented, please don't do that. :-) "Hioam" is just the 2nd sprite table that is 32 bytes long and contains the sprite size bit and the 9th x bit. Edit: you beat me to it! :wink: He is wondering if an...