Search found 20 matches

by Nitroman
Fri Apr 15, 2016 9:46 am
Forum: Newbie Help Center
Topic: Is vertical split possible?
Replies: 17
Views: 9144

Re: Is vertical split possible?

Found that Bandit Knights used vertical split for scrolling part of the credits screen in one direction just like Uchuu Keibitai. Any more info about MMC5? Can we make it horizontal too by redrawing the whole screen and update tiles on the static part?
by Nitroman
Wed Apr 13, 2016 2:21 pm
Forum: Newbie Help Center
Topic: Is vertical split possible?
Replies: 17
Views: 9144

Re: Is vertical split possible?

These are animated tiles with clear pattern here. Not exactly useful.
by Nitroman
Wed Apr 13, 2016 2:11 pm
Forum: Newbie Help Center
Topic: Is vertical split possible?
Replies: 17
Views: 9144

Re: Is vertical split possible?

But no "big" static picture I assume?
by Nitroman
Wed Apr 13, 2016 2:02 pm
Forum: Newbie Help Center
Topic: Is vertical split possible?
Replies: 17
Views: 9144

Is vertical split possible?

Like, with some movement on the left and some info on the right. Maybe CHR-ROM switch manipulation could be useful?
by Nitroman
Mon Feb 22, 2016 12:28 pm
Forum: Homebrew Projects
Topic: Long-term goal: a Metal Gear-like game for NES
Replies: 18
Views: 9940

Re: Long-term goal: a Metal Gear-like game for NES

I'd love more to see a Metal Gear 2: Solid Snake from MSX coming to NES on VRC6 with it's original music.
by Nitroman
Fri Sep 18, 2015 2:49 pm
Forum: SNESdev
Topic: 65816 Division and Multiplication performance
Replies: 4
Views: 3055

Re: 65816 Division and Multiplication performance

I wonder if Electronic Arts programmers used this kind of multi-thread perversion. And you have to make sure it isn't drawing a Mode 7 background at the moment you try to use the multiplier. Apparently this includes HBlank, so you can't use HDMA to dodge this requirement. In theory, it is possible t...
by Nitroman
Fri Sep 18, 2015 11:26 am
Forum: SNESdev
Topic: 65816 Division and Multiplication performance
Replies: 4
Views: 3055

Re: 65816 Division and Multiplication performance

Cool, thanks. So, doing multiplication/division on mode7-processor can free some 5A22 cpu-time and increase actual 3D performance? I mean, 24-bit result fits well for three 8-bit X,Y,Z numeric coordinates.
by Nitroman
Thu Sep 17, 2015 1:45 pm
Forum: SNESdev
Topic: 65816 Division and Multiplication performance
Replies: 4
Views: 3055

65816 Division and Multiplication performance

And how it's compared to the addition/substraction operations?
by Nitroman
Fri Sep 11, 2015 1:06 pm
Forum: SNESdev
Topic: New SNES game in development: Furry RPG (working title)
Replies: 107
Views: 66832

Re: New SNES game in development: Furry RPG (working title)

Much stronger effect now. But I suggest you use sprites for buildings and settlements on the map because they have wrong perspective.
by Nitroman
Mon Sep 07, 2015 12:18 pm
Forum: SNESdev
Topic: Where did spc700 samples come from in the first place?
Replies: 40
Views: 13104

Re: Where did spc700 samples come from in the first place?

Tim Follin said in one of the interviews that his samples was recordings from the real instruments.
by Nitroman
Mon Sep 07, 2015 10:37 am
Forum: SNESdev
Topic: Something with understanding WLA-DX...
Replies: 7
Views: 3159

Re: Something with understanding WLA-DX...

This one is fine while using command line. Thanks a heap.
by Nitroman
Mon Sep 07, 2015 10:01 am
Forum: SNESdev
Topic: Something with understanding WLA-DX...
Replies: 7
Views: 3159

Re: Something with understanding WLA-DX...

Image
More like it's some error in a wla.bat script sitting long time, but not sure.
by Nitroman
Mon Sep 07, 2015 9:54 am
Forum: SNESdev
Topic: Something with understanding WLA-DX...
Replies: 7
Views: 3159

Re: Something with understanding WLA-DX...

Didn't work, same thing. Looks like it cant even produce an obj file.
by Nitroman
Mon Sep 07, 2015 9:47 am
Forum: SNESdev
Topic: New SNES game in development: Furry RPG (working title)
Replies: 107
Views: 66832

Re: New SNES game in development: Furry RPG (working title)

Sure thing. :wink: Please try this latest build, where you can fly in any direction (press the A button and left/right on the D-pad): http://manuloewe.de/snestuff/projects/furryrpg_build_00237.7z Yeah, fast nothing flies fast now, but only in straight foward direction. Fast nothing turns around not...
by Nitroman
Mon Sep 07, 2015 9:35 am
Forum: SNESdev
Topic: Something with understanding WLA-DX...
Replies: 7
Views: 3159

Something with understanding WLA-DX...

Image
Pretty much what picture says. Doing everything said in the tutors ends up with this. Experiments didn't help either.
Doing script on script, simply moving asm-file icon to wladx shell script icon, all the same. Where did I gone wrong?