Search found 218 matches
- 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...
- 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...
- Tue Jul 11, 2017 12:45 pm
- Forum: SNESdev
- Topic: Tables confusion
- Replies: 22
- Views: 5923
Re: Tables confusion
They're loading X from address $19, not loading the literal number #$19.93143 wrote:The highest value you can use for X without getting code or garbage is $03.
- 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).
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).
- 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...
- 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.
- 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...
- 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
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.psycopathicteen wrote:It's the same sprite limits for every mode.
- 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...
- 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.
- Sat May 20, 2017 10:57 pm
- Forum: SNESdev
- Topic: Alternative assembler recommendations?
- Replies: 42
- Views: 12979
Re: Alternative assembler recommendations?
Only for 6502, it says.Optiroc wrote:According to the manual ".addr" is an alias for ".word", so if true using it should yield the same overflow error.
- 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...
- 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
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.dougeff wrote:Can someone else confirm this info? I thought main/sub was independent of priority layers.
- 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.
- 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...