Search found 218 matches
- Mon Mar 19, 2018 3:36 pm
- Forum: SNESdev
- Topic: Whatcha want in a fighting game?
- Replies: 62
- Views: 26679
Re: Whatcha want in a fighting game?
It doesn't seem to me that there's any way to do it that wouldn't take longer than just using long addresses. Note that long addresses only add one cycle over a 16-bit address, so they're not as costly as you might expect. You would need to set the bank to $00 and restore it in less than 5 cycles 9 ...
- Sun Feb 18, 2018 4:37 pm
- Forum: SNESdev
- Topic: Cartridge-based INL ROM flasher?
- Replies: 8
- Views: 6171
Re: Cartridge-based INL ROM flasher?
defparam was working on a passthrough cartridge version of the 21FX a year ago, so it'd be a good idea to find out what happened with that.
- Thu Feb 15, 2018 8:29 pm
- Forum: General Stuff
- Topic: [RANT] Consumerism in games
- Replies: 37
- Views: 9589
Re: [RANT] Consumerism in games
Are we even playing the same game? Regular enemies can knock six hearts off in one hit and take enough damage to break weapons as fast as you find them. Guardians can soak up an entire inventory of normal weaponry without dying and one-shot you regardless of what you're wearing. In any other game I...
- Mon Feb 05, 2018 8:38 am
- Forum: SNESdev
- Topic: button arrangement for kicking and shooting
- Replies: 20
- Views: 7635
Re: button arrangement for kicking and shooting
There's an assumption here that games that have customizable controls with bad defaults would be forced to have good controls if they had no customization. But the thing is, no one sets out to make a game with bad controls. Games with bad controls play that way because their creators thought they we...
- Sun Feb 04, 2018 8:58 am
- Forum: General Stuff
- Topic: Nintendo ARMS game: probobly not a repeat of Splatoon
- Replies: 11
- Views: 3723
Re: Nintendo ARMS game: probobly not a repeat of Splatoon
Thankfully they made improvements since the launch version and the little tether click strips are interchangeable from right to left joycon now. No longer concern of accidentally locking it to the wrong joycon and being extremely difficult to remove again. That hasn't changed, they've always been i...
- Sun Oct 29, 2017 6:55 pm
- Forum: General Stuff
- Topic: Nintendo Switch - Gamecube controller USB-adapter support!
- Replies: 5
- Views: 2717
Re: Nintendo Switch - Gamecube controller USB-adapter suppor
Nintendo didn't have pressable analog sticks until the Wii U, but I think that's pretty understandable given the circumstances. Of the GameCube, PS2, and Xbox, only the PS2 had pressable sticks. As for the generation after that, well... Nintendo was kinda doing its own thing with the Wii. I agree th...
- Sun Oct 01, 2017 7:48 pm
- Forum: General Stuff
- Topic: Digital Foundry Retro Doom port comparison
- Replies: 41
- Views: 22066
Re: Digital Foundry Retro Doom port comparison
Isn't raycasting sometimes used in modern 3D graphics for reflections on non-flat surfaces? I've never understood how this works: (Stage #10 of Expert Mode on Super Monkey Ball) https://www.youtube.com/watch?v=q1cfJ9WOptg#t=1m50s However, with how glitchy the reflection can be (not easily apparent ...
- Sun Sep 17, 2017 5:35 pm
- Forum: SNESdev
- Topic: SNES sprites hardware issue
- Replies: 13
- Views: 6683
Re: SNES sprites hardware issue
I tested it on my own Super Everdrive and got results much like yours. fighter1.jpg However, I have it set so that resetting resets the ROM rather than returning to the menu, and upon resetting and moving it back to the left, I ended up with this instead, with much more of the sprite being shown. fi...
- Thu Sep 14, 2017 7:34 pm
- Forum: SNESdev
- Topic: So, i've set myself a challenge...
- Replies: 5
- Views: 3318
Re: So, i've set myself a challenge...
4. Make a custom save file that 1. contains the same uploader program to "reflash", 2. contains a program that uploads code (~2KB) to the SNES and instructs the SGB to jump to that code. (5.) Not sure if this could work, but since the code is running in WRAM at this point, couldn't I perf...
- Mon Sep 11, 2017 9:07 pm
- Forum: SNESdev
- Topic: Plextona SNES
- Replies: 21
- Views: 8963
Re: Plextona SNES
Does it calculate irises on the fly? I don't know about most games, but EarthBound has them precomputed, so that each frame it can just point HDMA to a different table in ROM.
- Fri Sep 08, 2017 11:31 pm
- Forum: SNESdev
- Topic: Plextona SNES
- Replies: 21
- Views: 8963
Re: Plextona SNES
Now, believe it or not this is actually a Super Mario World rom hack. Keep in mind that while I would like to create homebrew SNES games, I lack the knowledge to create an SNES game from scratch. I mean, it's probably way less work than you think, if it's this radically different from SMW already. ...
- Sat Aug 19, 2017 1:02 am
- Forum: NESdev
- Topic: CC65 compiler
- Replies: 50
- Views: 22493
Re: CC65 compiler
There really isn't one "beginning" when it comes to programming. I've seen people start with something like assembly and work their way up, start with something very abstract like Haskell and work their way down... There's many ways to do it. In general, I don't think saying "instead ...
- Thu Aug 03, 2017 5:14 am
- Forum: SNESdev
- Topic: Why no SNES homebrew scene?
- Replies: 460
- Views: 179995
Re: Why no SNES homebrew scene?
Hw multiply/divide isn't that useful. Genesis has that, and IIRC it's faster than SNES's. Yet it's only useful for things done rarely, like score updates once per frame; for anything done more often, you have to use a table, just like on NES. And even on NES you have enough time to multiply or divi...
- Thu Jul 27, 2017 4:31 am
- Forum: SNESdev
- Topic: Doing a supersaw lead on the spc700
- Replies: 23
- Views: 8142
Re: Doing a supersaw lead on the spc700
Apparently it's normally seven detuned sawtooth waves, not just two.Bregalad wrote:What exacly is a "super" saw ? Doesn't just two detuned normal saw emulate this (at the acceptable price of requiring 2 voices) ?
- Wed Jul 26, 2017 7:51 pm
- Forum: SNESdev
- Topic: Snes game debugging/disassembling question. (memory address)
- Replies: 8
- Views: 3804
Re: Snes game debugging/disassembling question. (memory addr
If it was written in C, it could be using D as a frame pointer or something.lidnariq wrote:On the other hand, setting D to a value with the lower 8 bits nonzero makes it slower, so I'd be a little surprised if they did that.