Re: sites that do dumb things with Referer: you can get around this by wrapping it Google's link redirector, like so:
https://www.google.com/url?sa=t&url=htt ... readme.txt
(You do need the "sa=t" parameter.)
Search found 11 matches
- Fri Jun 05, 2015 5:21 am
- Forum: SNESdev
- Topic: How did Final Fantasy VI do a non-fixed-width font?
- Replies: 37
- Views: 12075
- Fri Jun 05, 2015 5:15 am
- Forum: SNESdev
- Topic: How did Final Fantasy VI do a non-fixed-width font?
- Replies: 37
- Views: 12075
Re: How did Final Fantasy VI do a non-fixed-width font?
Thanks to everyone for all the super-detailed replies; it's been fascinating to follow along. In my real job I'm a software engineer, but have done a lot of data visualization stuff, so noone has to convince me that variable-width fonts are worthwhile (for information density *and* for looking good)...
- Wed Jun 03, 2015 5:37 am
- Forum: SNESdev
- Topic: How did Final Fantasy VI do a non-fixed-width font?
- Replies: 37
- Views: 12075
How did Final Fantasy VI do a non-fixed-width font?
If you look closely at the text in FF6 (FF3 US), you can see they don't use a fixed-width "font" like many games do. Most letters fit in 8-pixel-wide boxes, but narrow ones like "I", "i" and lowercase "l" only take up 4 pixels, lowercase "t" takes up...
- Sun May 31, 2015 2:12 pm
- Forum: SNESdev
- Topic: How fast are you people at programming?
- Replies: 41
- Views: 10687
Re: How fast are you people at programming?
Thanks! I'd missed it because I was looking at the ca65 Users Guide instead, which mentions a map file only in one place and doesn't say anything about where to get them from. I'll look into it. 
- Sun May 31, 2015 11:23 am
- Forum: SNESdev
- Topic: How fast are you people at programming?
- Replies: 41
- Views: 10687
Re: How fast are you people at programming?
So what do you do once the addresses of those variables change due to adding or removing variables? For this, I use the map file that my linker produces. I keep the actual locations as symbolic names in the code, like: .define joy1 $10 If I change the location, I need to update the comment and the ...
- Sun May 31, 2015 10:48 am
- Forum: SNESdev
- Topic: How fast are you people at programming?
- Replies: 41
- Views: 10687
Re: How fast are you people at programming?
I see from searching the forum that yes, by "metasprites", you probably mean something more complex than what I currently have. :) I more-or-less try to do the simplest thing that's needed to get the job done. I might end up moving to an approach like that eventually, but I'm aiming for &q...
- Sun May 31, 2015 10:03 am
- Forum: SNESdev
- Topic: How fast are you people at programming?
- Replies: 41
- Views: 10687
Re: How fast are you people at programming?
So far the net result of all this is a scrolling background and a player sprite that flies around and can shoot guns (I'm working on a shmup.) No enemies yet, though, so it's not really a *game* as of yet Are you interacting with the sprites directly, or do you already have an object and a metaspri...
- Sat May 30, 2015 6:53 pm
- Forum: SNESdev
- Topic: No-computation "RNG" by baking random numbers into the ROM
- Replies: 17
- Views: 4822
Re: No-computation "RNG" by baking random numbers into the R
The problem I see with your approach is that it could lead to things seeming very deterministic and not-random. Since you will always pull out the same numbers in the same order, the only way you'll get any variation in your game is by changing the order in which things request random numbers This ...
- Sat May 30, 2015 7:31 am
- Forum: SNESdev
- Topic: No-computation "RNG" by baking random numbers into the ROM
- Replies: 17
- Views: 4822
Re: No-computation "RNG" by baking random numbers into the R
Thanks! I'll save that for the future 
I definitely don't need many bytes per frame, but my main concerns here were: 1) easy to understand and 2) given that I don't know how much CPU I'll need, no need to be wasteful about it now, whereas I can't currently imagine running out of memory
I definitely don't need many bytes per frame, but my main concerns here were: 1) easy to understand and 2) given that I don't know how much CPU I'll need, no need to be wasteful about it now, whereas I can't currently imagine running out of memory
- Sat May 30, 2015 5:34 am
- Forum: SNESdev
- Topic: How fast are you people at programming?
- Replies: 41
- Views: 10687
Re: How fast are you people at programming?
I've been programming in SNES assembly for about a week now, and have 700 lines so far. A lot of that is comments, so that I don't confuse my future self. I've also been doing an awful lot of rewriting and refactoring as I learn more, and taking a lot of notes in a separate text file. So far the net...
- Sat May 30, 2015 5:23 am
- Forum: SNESdev
- Topic: No-computation "RNG" by baking random numbers into the ROM
- Replies: 17
- Views: 4822
No-computation "RNG" by baking random numbers into the ROM
Newbie to SNES assembly, so pardon me if this is already well-known but: I wanted some random bytes for my game, but didn't really want to waste valuable CPU time with computing random bytes at runtime using an actual PRNG algorithm. I'm sharing my trick here in case it's helpful for others. The gis...