Search found 11 matches

by mcmillen
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

Re: How did Final Fantasy VI do a non-fixed-width font?

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.)
by mcmillen
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)...
by mcmillen
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...
by mcmillen
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. :)
by mcmillen
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 ...
by mcmillen
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...
by mcmillen
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...
by mcmillen
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 ...
by mcmillen
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 :)
by mcmillen
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...
by mcmillen
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...