Search found 3485 matches

by Drew Sebastino
Tue Dec 30, 2014 3:00 pm
Forum: SNESdev
Topic: SNES game programing help
Replies: 68
Views: 13456

Re: SNES game programing help

WOW! :shock: Did you make that all by yourself? Oh, and thank you! :mrgreen: (I almost forgot to say thanks I was so surprised when I saw this.) If I do ever make a game, (which is doubtful) I can put your name in the credits. (Only if you want me to of course.)
by Drew Sebastino
Mon Dec 29, 2014 9:43 pm
Forum: SNESdev
Topic: SNES game programing help
Replies: 68
Views: 13456

Re: SNES game programing help

lda MetaspriteX Nah man, haven't we helped enough? We have jobs you know Do you not have Christmas break? Anyway, I tried to make it myself and I had tried to use an incrementing pointer for it, but I couldn't figure out how to get it to work. This just codes for a simple 32x16 sprite. I made it so ...
by Drew Sebastino
Mon Dec 29, 2014 6:49 pm
Forum: SNESdev
Topic: SNES game programing help
Replies: 68
Views: 13456

Re: SNES game programing help

Sounds like Espozo just needs his psycho friend :roll: Format: Number of Sprites in Meta Sprite Sprite X Sprite Y Sprite Attributes So it's just like how you would set up OAM, isn't it? Except for the number of sprites in metasprite, right? So if you wanted a metasprite made of two sprites, you wou...
by Drew Sebastino
Mon Dec 29, 2014 2:04 pm
Forum: SNESdev
Topic: SNES game programing help
Replies: 68
Views: 13456

Re: SNES game programing help

just have a metasprite x,y based on the metasprite's x,y automatic calculations can be performed to derive the proper relative x/y coordinates of the sub-sprites. For instance, in your 16x32 example, composed of 2 16x16 sprites.. call em sprite0 and sprite 1 in this example metasprite x,y , call em...
by Drew Sebastino
Sun Dec 28, 2014 10:09 pm
Forum: SNESdev
Topic: SNES game programing help
Replies: 68
Views: 13456

Re: SNES game programing help

About the metasprites though, I wonder how you would say how the sprites are put together. You couldn't just try to move everything after it's been dumped into the part of RAM that acts as OAM (It's best to make a replica of OAM, isn't it?), because you wouldn't know which sprites went to which meta...
by Drew Sebastino
Sun Dec 28, 2014 8:55 pm
Forum: SNESdev
Topic: SNES game programing help
Replies: 68
Views: 13456

Re: SNES game programing help

"Use your mind" is how a lot of people learned their own solutions to their problems.. I figured as much. :roll: What I forgot to say in the question is if there is a good tutorial or anything to get me going. I noticed that when I looked at different codes from different people, I notice...
by Drew Sebastino
Sun Dec 28, 2014 4:39 pm
Forum: SNESdev
Topic: SNES game programing help
Replies: 68
Views: 13456

Re: SNES game programing help

Yeah, yeah I know I'm bumping. :roll: I just had a couple more questions to ask, But instead of asking them, I am just going to ask how everyone knows how to execute all of the game programing essentials like the things I asked earlier. The only way I even got as far as I did is by looking at other ...
by Drew Sebastino
Sun Dec 28, 2014 10:48 am
Forum: Other Retro Dev
Topic: GBA ASM
Replies: 26
Views: 15049

Re: GBA ASM

Isn't this bullet point the exact same thing as 2? What "2"? Could you please use the quote markup if you're going to be referring to a particular point of an article? A Wikipedia article may change between the day you write your post and the day when someone else reads your post, possibl...
by Drew Sebastino
Sun Dec 28, 2014 9:40 am
Forum: Other Retro Dev
Topic: GBA ASM
Replies: 26
Views: 15049

Re: GBA ASM

The bullet points here should give you a quick rundown of what ARM is from a programming perspective: https://en.wikipedia.org/wiki/ARM_architecture#Instruction_set quote] So this is basically what I got from each bullet point: ARM processors use loading and storing. (I thought every processor used...
by Drew Sebastino
Sat Dec 27, 2014 11:30 pm
Forum: Other Retro Dev
Topic: GBA ASM
Replies: 26
Views: 15049

Re: GBA ASM

Something makes me think that you don't understand how ARM processors work... You're completely right. To be honest with you, I've never even heard of ARM before the GBA. Oh, and tepples, thank you for figuring out the code! (In about 5 minutes, nonetheless :shock: ) One thing that really threw me ...
by Drew Sebastino
Sat Dec 27, 2014 10:46 pm
Forum: Other Retro Dev
Topic: GBA ASM
Replies: 26
Views: 15049

Re: GBA ASM

The problem is that I don't know any of the registers or anything, and I've looked at some code written in C, but it looks like some sort of alien language. It doesn't even look like you directly load or store registers or anything. It's really sad, but I don't even know what this code is that I fou...
by Drew Sebastino
Sat Dec 27, 2014 7:55 pm
Forum: Other Retro Dev
Topic: GBA ASM
Replies: 26
Views: 15049

GBA ASM

Does anyone know of any good documents or tutorials for programing for the GBA using ASM? I looked on Google, but all I found was one not so helpful tutorial that didn't even appear to be finished on a website called patater.com. I also found a website called gbadev.org, but it only really has docum...
by Drew Sebastino
Wed Dec 17, 2014 10:35 pm
Forum: SNESdev
Topic: lorom to hirom
Replies: 11
Views: 3945

Re: lorom to hirom

Also, that code doesn't work in my environment. WLA doesn't seem to know what a .SNESHEADER is... You probably already figured this out, but I'm pretty sure it doesn't work is because you need a newer version of WLA. Ill elaborate on that further down the page. All I know is, the include file templ...
by Drew Sebastino
Mon Dec 15, 2014 8:29 pm
Forum: SNESdev
Topic: lorom to hirom
Replies: 11
Views: 3945

Re: lorom to hirom

Sorry, but I don't get what you really mean. I just wrote LoadBlockToVRAM BackgroundPics with LoadBlockToVRAM being part of a macro that stores tile data in vram and with BackgroundPics being labeled like BackgroundPics: .INCBIN ".\\GamePictures\\256color.pic" under .BASE $40 .BANK 2 SLOT ...
by Drew Sebastino
Mon Dec 15, 2014 6:09 pm
Forum: SNESdev
Topic: lorom to hirom
Replies: 11
Views: 3945

lorom to hirom

I have been trying to make a hirom game and I have been able to essentially make a lorom bank in hirom, but I have not been able to use the lower $8000 half of a bank. I read something online and it told me to do something like this but it doesn't work. (all the graphics I am loading are being taken...