Search found 3485 matches

by Drew Sebastino
Sun Feb 03, 2019 10:04 am
Forum: General Stuff
Topic: The Difficulty of ARM Assembly
Replies: 57
Views: 33738

Re: The Difficulty of ARM Assembly

This is probably a stupid question, but for what reason would a processor be forced to use a certain instruction width? (Well, THUMB is either 16 or 32 bit, but cannot be larger than that). ...I was just about to say about I'm just confused as to why there would be a 16 bit instruction that contains...
by Drew Sebastino
Sat Feb 02, 2019 11:46 pm
Forum: General Stuff
Topic: The Difficulty of ARM Assembly
Replies: 57
Views: 33738

The Difficulty of ARM Assembly

I recently started programming on an STM32 microcontroller (ARM Cortex-M0 processor) for college and was naïve enough to try programming in assembly. There's little way to work with immediate numbers, and the limitations always seem to change heavily based on the instruction (sometimes it's an 8 bit...
by Drew Sebastino
Tue Jan 29, 2019 10:41 pm
Forum: SNESdev
Topic: Super-FX screen buffer copy in one frame?
Replies: 9
Views: 6576

Re: Super-FX screen buffer copy in one frame?

Writing the Super FX code like that looks like it would have been hell.
by Drew Sebastino
Tue Jan 29, 2019 9:48 pm
Forum: SNESdev
Topic: SNES music program
Replies: 26
Views: 36143

Re: SNES music program

Okay, I see now. I wasn't expecting whatever is mapped to the start button to enable you to modify the values.
by Drew Sebastino
Tue Jan 29, 2019 4:28 pm
Forum: SNESdev
Topic: SNES music program
Replies: 26
Views: 36143

Re: SNES music program

What are the controls? I can move the cursor around, but I haven't been able to make anything happen beyond that, unfortunately. It might be a good idea to include a readme file at some point for if you plan on distributing it outside of NESDev. Fantastic work, by the way.
by Drew Sebastino
Thu Jan 10, 2019 8:38 pm
Forum: phpBB Issues
Topic: how to help fight forum spam
Replies: 26
Views: 26962

Re: how to help fight forum spam

I agree that b. would not work. I have yet to meet someone in person who has heard of NESDev.
by Drew Sebastino
Thu Jan 10, 2019 8:36 pm
Forum: General Stuff
Topic: Imagine haveing a 7mhz 6502
Replies: 26
Views: 14988

Re: Imagine haveing a 7mhz 6502

Metal Slug 2 says "hi" :lol:
by Drew Sebastino
Sun Jan 06, 2019 7:57 pm
Forum: General Stuff
Topic: Updating pointers when inserting and removing CHR ROM data?
Replies: 3
Views: 3838

Re: Updating pointers when inserting and removing CHR ROM da

Well, for example, if you wanted to add more graphics data for another sprite animation frame between two others, you would either have to fit it somewhere where it would no longer be intuitive, or you would have to insert the graphics data and move everything after it, but then the pointers pointin...
by Drew Sebastino
Sun Jan 06, 2019 7:34 pm
Forum: General Stuff
Topic: Updating pointers when inserting and removing CHR ROM data?
Replies: 3
Views: 3838

Updating pointers when inserting and removing CHR ROM data?

I got to thinking about this recently... With a system where tile data is copied to VRAM from program ROM, the assembler will update all the pointers if data is inserted or removed, but it obviously can't do that here. It might be worthwhile to create a program to parse through the text file cointai...
by Drew Sebastino
Tue Dec 25, 2018 9:45 am
Forum: NES Music
Topic: Best soundtrack?
Replies: 56
Views: 50978

Re: Best soundtrack?

Probably Ninja Gaiden for me. It's difficult for me to choose an NES game with the best music because a lot of it starts sounding similar to itself due to how inflexible the sound hardware is, imo.
by Drew Sebastino
Mon Dec 24, 2018 1:56 am
Forum: General Stuff
Topic: Sega Super Scaler sprite rendering information?
Replies: 7
Views: 4828

Re: Sega Super Scaler sprite rendering information?

Wow, thank you for compiling that information! It's mildly unfortunate a lot of this information isn't available outside of source code anywhere. And I'm really impressed that it's in time (segaretro actually specifies line buffers and pixels per scanline), as I've never seen any sprite pixel per li...
by Drew Sebastino
Sun Dec 23, 2018 11:28 pm
Forum: General Stuff
Topic: Sega Super Scaler sprite rendering information?
Replies: 7
Views: 4828

Sega Super Scaler sprite rendering information?

Haven't been able to find this information anywhere; does anyone know how the Super Scaler series of arcade systems (Hang On, Outrun, X Board, Y Board, System 32) actually drew the scaled sprites? I would guess the systems are framebuffer (not just linebuffer) based, but System 16 gives information ...
by Drew Sebastino
Thu Dec 20, 2018 8:05 pm
Forum: General Stuff
Topic: Revisiting CRT RGB mod; perserving OSD with transisors?
Replies: 29
Views: 15019

Re: Revisiting CRT RGB mod; perserving OSD with transisors?

Wow, that's a great resource! I found the TV I was interested in ("RCA" 204F24) but sure enough, it appears to have an all together chip. The only doubt I have is that there's a sync out; what is the neck board responsible for?
by Drew Sebastino
Thu Dec 20, 2018 7:01 pm
Forum: General Stuff
Topic: Revisiting CRT RGB mod; perserving OSD with transisors?
Replies: 29
Views: 15019

Re: Revisiting CRT RGB mod; perserving OSD with transisors?

I figure I'll just open it up and look around; I presume it would be pretty obvious. I also imagine whatever chips being used will have part numbers written on them with a data sheet hopefully online somewhere. I wouldn't think a company would make new chips for every TV model?
by Drew Sebastino
Thu Dec 20, 2018 6:22 pm
Forum: General Stuff
Topic: Revisiting CRT RGB mod; perserving OSD with transisors?
Replies: 29
Views: 15019

Re: Revisiting CRT RGB mod; perserving OSD with transisors?

Yeah, shoot, both of mine are from about that period so they might not be eligible.