Search found 218 matches
- Fri Oct 21, 2016 2:14 pm
- Forum: SNESdev
- Topic: More SNES questions
- Replies: 16
- Views: 6602
Re: More SNES questions
There's no WRAM in bank $ff. You can access the first 8 KiB of WRAM at $0000-1fff in each of banks $00-3f and $80-bf, and you can access the full 128 KiB at $7e0000-7fffff, but that is not mirrored to $fe0000-$ffffff.
- Sun Oct 16, 2016 6:05 pm
- Forum: SNESdev
- Topic: More SNES questions
- Replies: 16
- Views: 6602
Re: More SNES questions
It's not really bank-switching. The 65816 has a 24-bit address bus; it can access the entire address space from $000000 to $ffffff at all times. It's entirely possible to run code in one bank that's reading data from another, for instance. And there's nothing stopping you from writing code like this...
- Sat Oct 15, 2016 12:30 am
- Forum: SNESdev
- Topic: NMI vs IRQ
- Replies: 40
- Views: 11437
Re: NMI vs IRQ
For the DMA, you are giving it the number of bytes to transfer, right? That's what you need, not the number of units to transfer, because DMA uses DASxL/H as a byte counter (it can stop mid-unit).
- Fri Oct 14, 2016 7:34 pm
- Forum: SNESdev
- Topic: NMI vs IRQ
- Replies: 40
- Views: 11437
Re: NMI vs IRQ
By the way, why are these repeated like this? seek($C0FF10) // NMI jml nmi seek($C0FF14) // IRQ jml irq seek($C0FF18) // BRK -// lda $ABCDEF bra - seek($C0FFFF) // EMPTY VECTOR rti seek($C0FF10) // NMI jml nmi seek($C0FF14) // IRQ jml irq seek($C0FF18) // BRK -// lda $ABCDEF bra - seek($C0FFFF) // E...
- Wed Oct 05, 2016 3:32 am
- Forum: SNESdev
- Topic: Bad Apple demo on SNES (alternate version)
- Replies: 37
- Views: 20168
Re: Bad Apple demo on SNES (alternate version)
This is the original source of the video, if you want to be absolutely sure on the correct timing.
- Sun Oct 02, 2016 5:37 pm
- Forum: SNESdev
- Topic: What affects the size of STZ?
- Replies: 6
- Views: 2851
Re: What affects the size of STZ?
The m flag also affects incrementing and decrementing memory directly. rep #$20 ; set m to 16-bit lda #$10ff sta $00 ; $00 = #$ff, $01 = #$10 inc $00 ; $00 = #$00, $01 = #$11 rep #$20 ; set m to 16-bit lda #$10ff sta $00 ; $00 = #$ff, $01 = #$10 sep #$20 ; set m to 8-bit inc $00 ; $00 = #$00, $01 = ...
- Tue Sep 27, 2016 9:40 am
- Forum: SNESdev
- Topic: Running DSP-1 Homebrews
- Replies: 14
- Views: 5242
Re: Running DSP-1 Homebrews
Is there anything actually documenting that manifest format, by the way? I don't fully understand how those masks work.
- Tue Sep 27, 2016 9:04 am
- Forum: SNESdev
- Topic: Final Fantasy VI SPC playback missing an instrument
- Replies: 33
- Views: 11046
Re: Final Fantasy VI SPC playback missing an instrument
I'm... starting to feel like you're the sort of person who just won't admit when they might have been mistaken about something. You keep grasping at straws to come up with elaborate reasons why you must be right: the videos are fake, the CD rips are fake, people just aren't listening to the CD, it's...
- Tue Sep 27, 2016 12:25 am
- Forum: SNESdev
- Topic: Final Fantasy VI SPC playback missing an instrument
- Replies: 33
- Views: 11046
Re: Final Fantasy VI SPC playback missing an instrument
Okay, that's exactly what we needed. I just wish you'd gone about this in a more cheritable way, even if you were half-right in the end; calling all FF6 hardware recordings forgeries was going a bit overboard. EDIT: Or not, I guess, judging from the next post? Wasn't in a position to verify the ROMs...
- Mon Sep 26, 2016 7:16 pm
- Forum: SNESdev
- Topic: Final Fantasy VI SPC playback missing an instrument
- Replies: 33
- Views: 11046
Re: Final Fantasy VI SPC playback missing an instrument
tcaudilllg, it's not really our responsibility to go to a great deal of effort to disprove your claim. Rather, because your claim is so extraordinary, the burden of proof is on you to demonstrate conclusive evidence that this sample does in fact play in that song on real hardware. Moreover, your rea...
- Sun Sep 25, 2016 3:51 pm
- Forum: SNESdev
- Topic: Weirdness when stack is pulled
- Replies: 5
- Views: 2091
Re: Weirdness when stack is pulled
I'm guessing what's happening is this: When you turn a real SNES on, its RAM and some of its registers are in essentially a random state. It doesn't start out with all of its RAM set to zero; it could potentially be anything, from random bytes to whatever was left in RAM if the console was reset. Be...
- Mon Sep 19, 2016 2:58 pm
- Forum: NESdev
- Topic: CC65 pause pattern
- Replies: 19
- Views: 6317
Re: CC65 pause pattern
Could somebody explain the difference between function pad_trigger and pad_poll? Ah! It seems that neslib actually already does the method I described (though in a slightly more roundabout way). So, you don't need to calculate that yourself after all, just use pad_trigger 's value, which is equival...
- Mon Sep 12, 2016 12:04 pm
- Forum: NESdev
- Topic: CC65 pause pattern
- Replies: 19
- Views: 6317
Re: CC65 pause pattern
@na_th_an Sure, but here's what that code would look like using my approach: if (pressed & PAD_A) fire (); if (pressed & PAD_START) { music_pause (); palette_dim (); while (1) { ppu_wait_nmi (); if (pressed & PAD_START) break; } palette_restore (); music_resume (); } That's why I feel li...
- Mon Sep 12, 2016 11:58 am
- Forum: NES Graphics
- Topic: Character appearance in Tennis, Soccer, and Kung Fu
- Replies: 28
- Views: 15192
Re: Character appearance in Tennis, Soccer, and Kung Fu
Have you seen the Ultimate Oldschool PC Font Pack? There's a number of interesting 8x8 fonts in there.tepples wrote:I thought you or someone else claimed this before, which inspired me to start my collection.
- Sat Sep 10, 2016 3:06 pm
- Forum: NESdev
- Topic: CC65 pause pattern
- Replies: 19
- Views: 6317
Re: CC65 pause pattern
How I handle this is not by just storing the current and previous input, which would require comparing them each time you need to know what was pressed that frame, but by storing the current input and the input pressed this frame. You could update them each frame with something like this: pressed = ...