Search found 218 matches
- Fri Sep 09, 2016 10:16 pm
- Forum: SNESdev
- Topic: CPU->Cart Address Mapping for ExLoROM/ExHiROM
- Replies: 7
- Views: 3711
Re: CPU->Cart Address Mapping for ExLoROM/ExHiROM
The largest a standard LoRom game can be is 2MB (right?) No, the maximum size is 4 MiB for both LoROM (Mode 20h) and HiROM (Mode 21h). The Star Ocean hack to elide the S-DD1 isn't a formal memory map at all. It's just all 12 MiB of address space that /ROMSEL is asserted for. It's worth noting that ...
- Wed Sep 07, 2016 10:33 pm
- Forum: SNESdev
- Topic: bsnes-plus and xkas-plus (new debugger and assembler)
- Replies: 210
- Views: 196726
Re: bsnes-plus and xkas-plus (new debugger and assembler)
I see the same thing with the properties window.
As for the PBR, though, that isn't missing. PBR is the top byte of PC.
As for the PBR, though, that isn't missing. PBR is the top byte of PC.
- Mon Sep 05, 2016 12:45 pm
- Forum: SNESdev
- Topic: Tile size map size questions, SNES
- Replies: 6
- Views: 3114
Re: Tile size map size questions, SNES
Ah, that's true. Personally, I'd probably still say the 128-color palette is better, but that's certainly a matter of opinion.
- Mon Sep 05, 2016 11:54 am
- Forum: SNESdev
- Topic: Tile size map size questions, SNES
- Replies: 6
- Views: 3114
Re: Tile size map size questions, SNES
Direct color can indeed be used on mode 7, though it's kind of pointless in comparison to other modes. Normally it takes the 8-bit pixel color and 3-bit tile palette number to choose a color, allowing for 2048 colors on-screen (each tile having a particular set of 256 colors). However, mode 7 doesn'...
- Sun Sep 04, 2016 8:47 pm
- Forum: SNESdev
- Topic: How big is your object table? (addressing problems)
- Replies: 50
- Views: 11790
Re: How big is your object table? (addressing problems)
...You're gonna have to be more helpful than that, but as a guess, this:
might need to be this:
Code: Select all
SNESHEADER: load = ROM0, start = $ffc0;Code: Select all
SNESHEADER: load = ROM0, start = $80ffc0;- Sun Sep 04, 2016 2:57 pm
- Forum: SNESdev
- Topic: How big is your object table? (addressing problems)
- Replies: 50
- Views: 11790
Re: How big is your object table? (addressing problems)
"Freaked out" in what way?
- Sun Sep 04, 2016 1:12 pm
- Forum: SNESdev
- Topic: How big is your object table? (addressing problems)
- Replies: 50
- Views: 11790
Re: How big is your object table? (addressing problems)
No. It's all in bank $00. That's a problem. You want the segment to be in bank $80, otherwise if you need to long jump to a label in that segment later, you'll end up back in bank $00. You'd end up being forced to add $800000 manually every single time for no good reason to avoid ending up back in ...
- Sun Sep 04, 2016 12:40 am
- Forum: SNESdev
- Topic: How big is your object table? (addressing problems)
- Replies: 50
- Views: 11790
Re: How big is your object table? (addressing problems)
A few problems here: If your segment is already set to be bank $80, you don't need to write jml $800000+MainFastROM , just jml MainFastROM is sufficient, because ca65 will assemble that as a long jump to bank $80. Come to think of it, it's even possible that you adding $800000 is putting you in bank...
- Sat Aug 27, 2016 1:25 pm
- Forum: SNESdev
- Topic: SNES official docs on the topic of overscan
- Replies: 23
- Views: 7507
Re: SNES official docs on the topic of overscan
It forces the screen black. One good use of forced blanking is when you're switching scenes (e.g. loading a level). Fade the screen out, turn forced blanking on, and then you can load everything you need into VRAM and change PPU settings all in one go, without worrying about VBlank time running out ...
- Fri Aug 26, 2016 4:27 pm
- Forum: SNESdev
- Topic: SNES official docs on the topic of overscan
- Replies: 23
- Views: 7507
SNES official docs on the topic of overscan
No where in any of the developers manual documentations that I have does Nintendo state you should avoid using certain ranges of columns (vertical) or lines (horizontals) of pixels to deal with visual areas which may be hidden by the physical border of certain television sets. This information is c...
- Wed Aug 24, 2016 1:07 pm
- Forum: SNESdev
- Topic: How big is your object table? (addressing problems)
- Replies: 50
- Views: 11790
Re: How big is your object table? (addressing problems)
It is possible to access all of WRAM through the WRAM registers as well ($2180-2183), though that's not really "direct access".
- Sat Aug 13, 2016 6:11 pm
- Forum: SNESdev
- Topic: Having a seperate table for every attribute in a slot?
- Replies: 6
- Views: 3916
Re: Having a seperate table for every attribute in a slot?
If you've ever heard people talk about how the 6502 and 65816 are better suited for structs of arrays rather than arrays of structs, this is what they were referring to. rep #$20 sets A to 16-bit, rep #$10 sets X and Y to 16-bit, rep #$30 sets both (because $20 | $10 == $30 ). sep will do the opposi...
- Sat Aug 06, 2016 12:04 pm
- Forum: SNESdev
- Topic: Running code through Super Game Boy
- Replies: 5
- Views: 2575
Re: Running code through Super Game Boy
Oh, whoops, I missed that bit from the previous topic. Figured you were thinking of the SuperDisc's 256K or something.
- Fri Aug 05, 2016 9:18 pm
- Forum: SNESdev
- Topic: Running code through Super Game Boy
- Replies: 5
- Views: 2575
Re: Running code through Super Game Boy
It would have to be smaller than 128K, not 256K.tepples wrote:as I don't think Nintendo made Super NES cartridges smaller than 256K
- Sun Jul 31, 2016 8:52 am
- Forum: SNESdev
- Topic: How are you guys handling updating the tilemap? (scrolling)
- Replies: 10
- Views: 6049
Re: How are you guys handling updating the tilemap? (scrolli
Well, for teleporters, you could always just fade out, update the tilemap in one go, and fade back in, depending on the game. That's assuming you don't want the scrolling effect to begin with, which you might since it lets you see where you ended up in relation to the teleporter you entered.