Search found 218 matches

by Nicole
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 ...
by Nicole
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.
by Nicole
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.
by Nicole
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'...
by Nicole
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:

Code: Select all

  SNESHEADER: load = ROM0, start = $ffc0;
might need to be this:

Code: Select all

  SNESHEADER: load = ROM0, start = $80ffc0;
by Nicole
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?
by Nicole
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 ...
by Nicole
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...
by Nicole
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 ...
by Nicole
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...
by Nicole
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".
by Nicole
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...
by Nicole
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.
by Nicole
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

tepples wrote:as I don't think Nintendo made Super NES cartridges smaller than 256K
It would have to be smaller than 128K, not 256K.
by Nicole
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.