Search found 218 matches

by Nicole
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.
by Nicole
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...
by Nicole
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).
by Nicole
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...
by Nicole
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.
by Nicole
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 = ...
by Nicole
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.
by Nicole
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...
by Nicole
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...
by Nicole
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...
by Nicole
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...
by Nicole
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...
by Nicole
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...
by Nicole
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

tepples wrote:I thought you or someone else claimed this before, which inspired me to start my collection.
Have you seen the Ultimate Oldschool PC Font Pack? There's a number of interesting 8x8 fonts in there.
by Nicole
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 = ...