Search found 3485 matches
- 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...
- 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...
- 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.
- 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.
- 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.
- 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.
- 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" 
- 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...
- 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...
- 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.
- 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...
- 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 ...
- 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?
- 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?
- 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.