Search found 20 matches
- 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?
- 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.
- 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?
- 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?
- 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.
- 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...
- 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.
- 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?
- 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.
- 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.
- 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.
- 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...

More like it's some error in a wla.bat script sitting long time, but not sure.
- 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.
- 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...
- Mon Sep 07, 2015 9:35 am
- Forum: SNESdev
- Topic: Something with understanding WLA-DX...
- Replies: 7
- Views: 3159
Something with understanding WLA-DX...

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?