Search found 314 matches
- Mon Mar 30, 2015 8:28 am
- Forum: SNESdev
- Topic: Palette Checker
- Replies: 22
- Views: 6793
Re: Palette Checker
It contains the first 8KiB of WRAM and is the area Direct Page and the Stack are processed in. I usually allocate 512 bytes at $1E01-$1FFF for the stack leaving me with 7.5KiB to play with. My god man what do you DO to your stack? I mean I have a mostly-functional game on my hands at this point and...
- Mon Mar 30, 2015 8:23 am
- Forum: SNESdev
- Topic: HDMA music streaming
- Replies: 4
- Views: 2034
Re: HDMA music streaming
I haven't tried using HDMA yet, but according to the documents I have HDMA uses $43x5 and $43x6 as a "Data address". I don't see a write to $4375 anywhere, could that be the problem? Those registers are for indirect addressing mode, which he's not using. They don't do anything unless bit ...
- Sun Mar 29, 2015 8:19 pm
- Forum: SNESdev
- Topic: HDMA music streaming
- Replies: 4
- Views: 2034
Re: HDMA music streaming
I haven't tried using HDMA yet, but according to the documents I have HDMA uses $43x5 and $43x6 as a "Data address". I don't see a write to $4375 anywhere, could that be the problem?
Beyond that I don't fully understand how audio streaming works yet and can't help...
Beyond that I don't fully understand how audio streaming works yet and can't help...
- Fri Mar 27, 2015 4:49 pm
- Forum: SNESdev
- Topic: Palette Checker
- Replies: 22
- Views: 6793
Re: Palette Checker
Does anyone know how DKC handles changing palettes? It seems pretty accurate and it definitely isn't hardcoded to switch palettes halfway through the level or anything. One weird thing about how DKC handles palettes is that if there are too many objects with unique palettes on screen, the game will...
- Fri Mar 27, 2015 1:57 pm
- Forum: SNESdev
- Topic: Palette Checker
- Replies: 22
- Views: 6793
Re: Palette Checker
I would personally think most games would favor a mixed approach - reserve a few palettes for objects that will be on screen always or frequently (like bullets), and then swap out the rest as needed. That or plan ahead through smart level design to just not overflow your palette space by segregating...
- Mon Mar 23, 2015 9:20 am
- Forum: SNESdev
- Topic: SNES Programing Help 2
- Replies: 91
- Views: 18315
Re: SNES Programing Help 2
Okay, so, most of what you need is inside the sneslib.asm file. When the system is powered up it's put into a default recieve-data state. The first thing you need to do is load the SNESGSS driver code ("spc700.bin") into it so that it can accept the commands that come with SNESGSS. I have ...
- Thu Mar 19, 2015 9:20 pm
- Forum: SNESdev
- Topic: SNES Programing Help 2
- Replies: 91
- Views: 18315
Re: SNES Programing Help 2
Okay I knew it was going to be something simple. You have to transfer the spc data WITHOUT issuing the load command the first time. It works now! Thank you again very much for all the help, I really appreciate it.
Can't get pause to work though, it just seems to stop it...
Can't get pause to work though, it just seems to stop it...
- Thu Mar 19, 2015 4:00 pm
- Forum: SNESdev
- Topic: SNES Programing Help 2
- Replies: 91
- Views: 18315
Re: SNES Programing Help 2
Aha, yeah, it just occurred to me that if you're writing your branches with an actual number instead of a label it would make a difference for that. Even so, seems a bit odd to include an entire extra instruction in the set just for a matter of convenience like that. Maybe it mattered more in the da...
- Thu Mar 19, 2015 2:34 pm
- Forum: SNESdev
- Topic: SNES Programing Help 2
- Replies: 91
- Views: 18315
Re: SNES Programing Help 2
Okay, first off thanks for all the links and such, it's been very helpful. I decided to try to use SNESGSS, since it was the only tracker option I found with actual WLA-compatible code. I've tried to set it up to play a sample song but it's not working yet. So far, it calls my "LoadMusic" ...
- Wed Mar 18, 2015 2:05 pm
- Forum: SNESdev
- Topic: SNES Programing Help 2
- Replies: 91
- Views: 18315
Re: SNES Programing Help 2
Seconded. My own fandom of developing a SNES game is taking years to accomplish (My fandom is at least 10 years old and counting!), but I at least have one key component working in my favor: the music. I've been perfecting this, and I fully intend to bring out full length music once I make a workin...
- Sun Mar 15, 2015 10:28 pm
- Forum: SNESdev
- Topic: Game design constructive criticism.
- Replies: 12
- Views: 2982
Re: Game design constructive criticism.
Second the comment about the arms... It does look kinda awkward. Oddly collisions with enemies stop working if you hit start to move past Level 1. Also I somehow managed to fall through the floor once after jumping and dashing around the little sloped bit to the left but then couldn't reproduce it. ...
- Sun Mar 15, 2015 10:01 pm
- Forum: SNESdev
- Topic: SNES Programing Help 2
- Replies: 91
- Views: 18315
Re: SNES Programing Help 2
I think your problem is that your trying to access the Metasprite* variables (by .importzp) and the objects as a 1 byte address at the same time. When you set the DP register all 1 byte addresses will be added to DP to form the effective address. What? :| What do you mean by "When you set the ...
- Fri Mar 13, 2015 9:01 am
- Forum: SNESdev
- Topic: SNES Programing Help 2
- Replies: 91
- Views: 18315
Re: SNES Programing Help 2
Okay, you know, I tried to start working on using direct page, but just after writing lda ObjectOffset ;make sure you're in 16-bit A mode tcd ;set direct page (D) register to address of current object slot It glitched up, and I didn't even write lda.b for anything yet, so I don't get it. I have two...
- Wed Mar 11, 2015 9:08 pm
- Forum: SNESdev
- Topic: SNES Programing Help 2
- Replies: 91
- Views: 18315
Re: SNES Programing Help 2
Wait, oh yeah, so the direct page is kind of like an index register, even though you don't mess with it directly? As far as I can recall off the top of my head, the only ways you interact with the D register are PHD/PLD and TCD/TDC, to set it or read it. The effect of the D register is that every t...
- Wed Mar 11, 2015 8:33 pm
- Forum: SNESdev
- Topic: SNES Programing Help 2
- Replies: 91
- Views: 18315
Re: SNES Programing Help 2
That is what is "unofficially" called the "Soft OBC-1" technique. Because oam on the SNES is a pain in that there is a second sprite table for the 9th x bit and the sprite size bit, (see the relation?) psychopathicteen (unless he isn't actually the one) thought of the idea of cr...