Maybe "line"?jwdonal wrote:Btw, anyone have any idea what the "L" stands for?
Search found 218 matches
- Sat Mar 11, 2017 11:45 am
- Forum: SNESdev
- Topic: Sprite Time/Range Over Test ROM
- Replies: 4
- Views: 2410
Re: Sprite Time/Range Over Test ROM
- Fri Mar 03, 2017 9:09 am
- Forum: SNESdev
- Topic: getting started on SNES
- Replies: 59
- Views: 30768
Re: getting started on SNES
It's necessary for moving sprites partially off the left side of the screen.zkip wrote:Actually, I'm pretty sure that this is the exact purpose of having this bit there anyway as I see no other reason for it.
- Thu Feb 23, 2017 9:24 pm
- Forum: SNESdev
- Topic: The SNES preservation project is undead
- Replies: 72
- Views: 23565
Re: The SNES preservation project is now truly dead
But they are now truly worthless. After that long time, it's more than likely that the thieves (or the post office staff) have replaced all ROMs and memory controllers, or even swapped the PCBs and stickers on all carts. At this point, it's impossible to tell if the carts are still containing any a...
- Fri Feb 17, 2017 10:44 am
- Forum: SNESdev
- Topic: Proper way to emulate DMA transfers.
- Replies: 10
- Views: 3561
Re: Proper way to emulate DMA transfers.
The PC is never there in the first place, it doesn't need to move past them.
- Fri Feb 17, 2017 10:26 am
- Forum: SNESdev
- Topic: Proper way to emulate DMA transfers.
- Replies: 10
- Views: 3561
Re: Proper way to emulate DMA transfers.
PC? As in the program counter? No, that shouldn't be touched at all, it transfers data from whatever HDMA tables are pointed to in the HDMA registers.
- Fri Feb 17, 2017 10:09 am
- Forum: SNESdev
- Topic: Timing of SlowROM-to-RAM DMA: How is 372 ns divided?
- Replies: 9
- Views: 4804
Re: Timing of slow-to-slow DMA: How is 372 ns divided?
Access to WRAM is 2.6 MHz via the A bus, but 3.5 MHz through the IO port.
- Sun Jan 15, 2017 9:53 am
- Forum: NESdev
- Topic: Does input need to be polled every frame?
- Replies: 31
- Views: 7978
Re: Does input need to be polled every frame?
You could simply have a flag that says "I'm done updating for this logical frame" and only poll the controller in NMI when set, then unset the flag. In fact, you probably want to only update the graphics then anyway, so you don't end up showing a half-updated frame onscreen.
- Sat Jan 14, 2017 3:48 pm
- Forum: SNESdev
- Topic: HDMA glitches/limitations question
- Replies: 14
- Views: 3824
Re: HDMA glitches/limitations question
Potentially, yes, if DMA ends around the time HDMA starts, just like without forced blank. I'm not sure whether or not the crash happens if HDMA doesn't actually transfer anything (that is, if it's been told to skip some lines). In any case, if you want to make sure you avoid the DMA/HDMA crash duri...
- Sat Jan 14, 2017 1:09 pm
- Forum: SNESdev
- Topic: HDMA glitches/limitations question
- Replies: 14
- Views: 3824
Re: HDMA glitches/limitations question
Forced blank doesn't affect HDMA at all, essentially, so it'll continue to go for 224/239 lines depending on what resolution is set.
- Sat Jan 14, 2017 7:50 am
- Forum: SNESdev
- Topic: HDMA glitches/limitations question
- Replies: 14
- Views: 3824
Re: HDMA glitches/limitations question
HDMA stops once Vblank starts, and then will restart from the beginning once Vblank ends, so there shouldn't be any problems. Keep in mind that it still runs during forced blank, though.
- Tue Jan 10, 2017 11:36 am
- Forum: NESdev
- Topic: Labels with ASM6 and disasm6 [need help]
- Replies: 5
- Views: 3565
Re: Labels with ASM6 and disasm6 [need help]
Oh, I see, that explains it.
Yeah, if asm6 could output a label file itself when it assembled, that would solve your problem, but unfortunately it doesn't look like it can do that.
Yeah, if asm6 could output a label file itself when it assembled, that would solve your problem, but unfortunately it doesn't look like it can do that.
- Tue Jan 10, 2017 11:22 am
- Forum: NESdev
- Topic: Labels with ASM6 and disasm6 [need help]
- Replies: 5
- Views: 3565
Re: Labels with ASM6 and disasm6 [need help]
I don't understand, why are you disassembling it more than once to begin with? After you've disassembled it the first time, you now have the source code that you can modify and assemble, so why would you need to disassemble it again instead of just keeping those source code files?
- Sat Dec 10, 2016 7:08 pm
- Forum: SNESdev
- Topic: SNSP Aging Cassette
- Replies: 6
- Views: 3531
Re: SNSP Aging Cassette
It doesn't seem to have an actual cartridge header at $00ffc0 (ROM offset 0x7fc0), so the region code at $00ffd9 being $00 (International/Japan) seems to be just a coincidence. Since the actual SNES never reads the header, it could very well be intended for Europe instead.
- Wed Nov 23, 2016 9:31 pm
- Forum: SNESdev
- Topic: Introducing the VeriSNES (FPGA-based SNES)
- Replies: 307
- Views: 204055
Re: Introducing the VeriSNES (FPGA-based SNES)
- S-CPU DMA and HDMA - Both of these are complete and working very well. My logic analyzer setup was extremely useful for implementing these blocks. The MDMA implementation was pretty easy What's this supposed to stand for? "memcpy DMA"? Because it makes me think of Ecstasy (methylenediox...
- Sun Nov 06, 2016 1:34 pm
- Forum: NESdev
- Topic: Making a NES game in C++
- Replies: 99
- Views: 24795
Re: Making a NES game in C++
Well, it's exponential if everything can collide with everything, anyway. If you have a player and enemies, and enemies don't collide with each other, it would only grow linearly, since you'd only need to check for collisions between the player and each enemy.