Search found 218 matches

by Nicole
Sun Jul 23, 2017 11:32 pm
Forum: SNESdev
Topic: Writing your own SNES initialization routine from scratch?
Replies: 12
Views: 4985

Re: Writing your own SNES initialization routine from scratc

I imagine another reason guides tend to gloss over it is that, since it involves setting up basically every register in the system, to fully understand it you more-or-less have to understand the whole system already. A full breakdown of exactly what the init code is doing isn't a great thing to star...
by Nicole
Wed Jul 19, 2017 3:48 pm
Forum: NESdev
Topic: ca65 feature is somehow "illegal" [RESOLVED]
Replies: 8
Views: 3149

Re: ca65 feature is somehow "illegal"

It seems i got the right version downloaded, but it was just as you suspected: windows pointed to an older version in the program files folder. Now, even if i delete old environment variables and add new, that doesn't seem to do anything. I just ended up with replacing the version in /program files...
by Nicole
Tue Jul 11, 2017 12:45 pm
Forum: SNESdev
Topic: Tables confusion
Replies: 22
Views: 5923

Re: Tables confusion

93143 wrote:The highest value you can use for X without getting code or garbage is $03.
They're loading X from address $19, not loading the literal number #$19.
by Nicole
Sat Jun 24, 2017 9:37 pm
Forum: SNESdev
Topic: wiki.superfamicom.org front page vandalized
Replies: 1
Views: 2055

Re: wiki.superfamicom.org front page vandalized

https://wiki.superfamicom.org/snes/revi ... mePage/113

For clarity, here's a link to the specific diff AWJ was talking about, since their link seems to just point to the latest change (which at the time of writing is AWJ's own revert).
by Nicole
Fri Jun 09, 2017 8:11 pm
Forum: NESemdev
Topic: Mesen - NES Emulator
Replies: 967
Views: 587636

Re: Mesen - NES Emulator

The debugger in Mesen is very well done, but there are some features it doesn't seem to have that would be helpful for me. When the debugger is open, Pause is disabled in the main emulator window. This makes things difficult if I want to break while something is happening on-screen, as I have to qui...
by Nicole
Sun Jun 04, 2017 6:06 am
Forum: NESdev
Topic: How did Zelda scroll?
Replies: 15
Views: 5428

Re: How did Zelda scroll?

How are you going about checking which values are written to $2005 and $2006? If you're trying to use something like the Watch feature in Mesen to watch [$2005] and [$2006], keep in mind those are write-only registers, so trying to read from them won't get you anywhere.
by Nicole
Sun May 28, 2017 7:26 pm
Forum: General Stuff
Topic: Why was the Japanese version of Zelda 2 in english
Replies: 18
Views: 5874

Re: Why was the Japanese version of Zelda 2 in english

One practical reason: Japanese requires more tiles. Even with katakana alone, you're going to need about 50 or so tiles minimum. Compare this to English with its 26 letters. That said, the town dialogue is indeed in katakana, where I'm guessing they set aside more CHR RAM for text. The biggest chunk...
by Nicole
Wed May 24, 2017 2:10 pm
Forum: Other Retro Dev
Topic: Comparative sprite capacity of 3rd and 4th gen consoles
Replies: 26
Views: 15533

Re: Comparative sprite capacity of 3rd and 4th gen consoles

psycopathicteen wrote:It's the same sprite limits for every mode.
I know; it's the "plus 2-3 backgrounds" part I'm arguing with here. I believe it should read "plus 1-4 backgrounds" instead.
by Nicole
Wed May 24, 2017 1:46 pm
Forum: Other Retro Dev
Topic: Comparative sprite capacity of 3rd and 4th gen consoles
Replies: 26
Views: 15533

Re: Comparative sprite capacity of 3rd and 4th gen consoles

Super NES Rearmost 34 slivers (106%) of frontmost 32 sprites, plus 2-3 backgrounds Nominal CHR RAM bandwidth: 168 tiles/frame Are we just talking common configurations here or the full capabilities of the hardware? Mode 0 is not commonly used because of its color tradeoffs, but it did have four BGs...
by Nicole
Tue May 23, 2017 2:06 pm
Forum: SNESdev
Topic: Some basic questions...
Replies: 55
Views: 17016

Re: Some basic questions...

Yeah, the key here is that, although DMA runs on a 2.68 MHz clock, it takes only one DMA cycle per byte transferred. That's way faster than the CPU could ever transfer bytes, even when running at 3.58 MHz, because the CPU always takes multiple CPU cycles to transfer a byte.
by Nicole
Sat May 20, 2017 10:57 pm
Forum: SNESdev
Topic: Alternative assembler recommendations?
Replies: 42
Views: 12979

Re: Alternative assembler recommendations?

Optiroc wrote:According to the manual ".addr" is an alias for ".word", so if true using it should yield the same overflow error.
Only for 6502, it says.
by Nicole
Fri May 19, 2017 1:26 pm
Forum: SNESdev
Topic: Please help consolidate all info for pixel artists for SNES
Replies: 46
Views: 19889

Re: Please help consolidate all info for pixel artists for S

I couldn't see it mentioned here so far, yet it's one of the most important things to realize for pixel artists targeting the SNES: Pixel Aspect Ratio = 8:7 (for normal resolutions on NTSC display) And just to clarify for those who may not be familiar with the term, or may confuse it with screen as...
by Nicole
Thu May 18, 2017 3:48 pm
Forum: SNESdev
Topic: All avaliable (/unavaliable) options for creating tilemaps?
Replies: 32
Views: 9514

Re: All avaliable (/unavaliable) options for creating tilema

dougeff wrote:Can someone else confirm this info? I thought main/sub was independent of priority layers.
It is, but you can add the subscreen to just the backdrop layer of the main screen, and that gives the appearance of the subscreen being behind the layers on the main screen.
by Nicole
Wed May 17, 2017 11:49 pm
Forum: SNESdev
Topic: Please help consolidate all info for pixel artists for SNES
Replies: 46
Views: 19889

Re: Please help consolidate all info for pixel artists for S

Wouldn't you typically do that when changing modes, though? If you're changing modes, you probably want different map and tile data too, so I can't imagine that not working.
by Nicole
Wed May 17, 2017 6:07 pm
Forum: SNESdev
Topic: Please help consolidate all info for pixel artists for SNES
Replies: 46
Views: 19889

Re: Please help consolidate all info for pixel artists for S

H=512 and V=448 can be done outside of Mode 5 and 6, but with many complications, because it must be managed manually. To have H=512, even and odd pixels have to be split into two layers, one on the subscreen and the other on the main screen. To have V=448, even scanlines have to be shown on even fr...