Search found 186 matches

by HihiDanni
Wed Jan 17, 2018 7:12 pm
Forum: SNESdev
Topic: Avoiding using signed multiplication while in Mode 7
Replies: 19
Views: 6706

Re: Avoiding using signed multiplication while in Mode 7

Your original post makes sense now; thanks for the clarification. Additionally, changing D involves a small but noticeable number of cycles lost (PEA / PLD totals 6·6+4·8=68MtCy each time) or significant register pressure (LDA #imm / TAD is 30MtCy each time but you've destroyed A) so you have to do ...
by HihiDanni
Wed Jan 17, 2018 6:24 pm
Forum: SNESdev
Topic: Avoiding using signed multiplication while in Mode 7
Replies: 19
Views: 6706

Re: Avoiding using signed multiplication while in Mode 7

tepples wrote:With a 6-cycle (36mc) penalty for REP plus SEP, if needed.
As it turns out, REP and SEP indeed take three cycles each (for some reason I was imagining two cycles) so that might not be the most optimal way to do it after all.
by HihiDanni
Wed Jan 17, 2018 5:03 pm
Forum: SNESdev
Topic: Avoiding using signed multiplication while in Mode 7
Replies: 19
Views: 6706

Re: Avoiding using signed multiplication while in Mode 7

Enjoy thrashing DBR when alternating between reading the source bank and writing the destination bank. If the destination is the multiplication register then you can just use D, with no need to bank switch. Should you need to bank switch though, as I had mentioned before, you can do it while waitin...
by HihiDanni
Wed Jan 17, 2018 3:54 pm
Forum: SNESdev
Topic: Avoiding using signed multiplication while in Mode 7
Replies: 19
Views: 6706

Re: Avoiding using signed multiplication while in Mode 7

What's the use case of using indirect access here? You can encode a base address and an offset within the same Y register, as long as you don't need to differentiate between the two.
by HihiDanni
Wed Jan 17, 2018 3:40 pm
Forum: SNESdev
Topic: Avoiding using signed multiplication while in Mode 7
Replies: 19
Views: 6706

Re: Avoiding using signed multiplication while in Mode 7

You don't necessarily need to wait 8 and have the CPU do nothing. Why not spend that time doing additional processing to mask that latency? In practice, the multiplier and multiplicand are very unlikely to be packed in a useful way in your registers If you're doing 8x8 mult and you have A set to be ...
by HihiDanni
Sun Dec 31, 2017 11:01 pm
Forum: SNESdev
Topic: How does SNES (mode 7) rotate tile pixels internally?
Replies: 13
Views: 7976

Re: How does SNES (mode 7) rotate tile pixels internally?

Unfortunately, this is the nature of working with fixed point precision. If you work with very small values, things get stair-steppy because you aren't able to express differences smaller than 1/256. Seems like you can avoid those artifacts if you keep A and D at or above 0x40 (i.e. no closer than a...
by HihiDanni
Sun Dec 24, 2017 8:40 am
Forum: General Stuff
Topic: Can you write windows app in regular C++?
Replies: 25
Views: 10302

Re: Can you write windows app in regular C++?

If it's C++ GUI programming you're after, I would strongly recommend using Qt. It has a lot of useful infrastructure and has far less resource micromanagement, yet does more, and is more portable than, Win32/MFC. It's well-documented, and far easier to understand than anything on MSDN. It even has i...
by HihiDanni
Sun Dec 24, 2017 7:59 am
Forum: SNESdev
Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
Replies: 58
Views: 23749

Re: Superfeather Game Engine v0.5.2b "Flying Kobold"

The ROADMAP currently has it listed for version 0.7. Scrolling level support is not the easiest thing to implement so you'll have to wait a bit longer. Sorry about that.
by HihiDanni
Sat Dec 23, 2017 5:24 pm
Forum: SNESdev
Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
Replies: 58
Views: 23749

Re: Superfeather Game Engine v0.5.2b "Flying Kobold"

A small update: there's now a public git repo!

https://github.com/cosmicchipsocket/superfeather

The git version already fixes several bugs from the current release (0.5.2). See CHANGELOG for details, and ROADMAP for what to expect from upcoming releases!
by HihiDanni
Fri Dec 22, 2017 3:28 pm
Forum: SNESdev
Topic: SNES Wiki is down again!!!
Replies: 27
Views: 17603

Re: SNES Wiki is down again!!!

That sounds pretty far-fetched. So far all signs point to negligence on the part of the site administrator rather than anything malevolent. But it would help a lot if whoever manages the site software were a regular here so we'd have a better idea of what's going on.
by HihiDanni
Tue Dec 19, 2017 8:07 pm
Forum: SNESdev
Topic: new bsnes-plus debugging features
Replies: 39
Views: 22826

Re: new bsnes-plus debugging features

So I decided to try this out. Built my bounceballs example, renamed my debug.sym file to superfeather-ex-bounceballs.sym and it's picked up my symbols! Neat! I'm not sure how I feel about it saving changes into the original symbols file, since my buildsystem is going to overwrite that .sym file on e...
by HihiDanni
Tue Dec 19, 2017 6:05 am
Forum: SNESdev
Topic: new bsnes-plus debugging features
Replies: 39
Views: 22826

Re: new bsnes-plus debugging features

benvanik wrote:* Hotkey to reload cart
Bsnes-plus has this, though you may need to bind the key yourself. I use it all the time.
by HihiDanni
Sun Dec 10, 2017 11:45 am
Forum: SNESdev
Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
Replies: 58
Views: 23749

Re: Superfeather Game Engine v0.5.2a "Flying Kobold"

Download link was broken for a bit, should be fixed now.
by HihiDanni
Sun Dec 10, 2017 10:45 am
Forum: SNESdev
Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
Replies: 58
Views: 23749

Re: Superfeather Game Engine v0.5.1 "Flying Kobold"

Just finished up version 0.5.2, which has a few tweaks and new editor features: Added a "create blank raw file" feature to the editor. Press N on the initial screen to use it. Added the ability to paint tilemaps with the mouse, plus a visual tile picker screen, to the tilemap editor. Decor...
by HihiDanni
Mon Dec 04, 2017 7:52 pm
Forum: SNESdev
Topic: overlapping parallax
Replies: 17
Views: 6280

Re: overlapping parallax

The shading effect in R-Type III most likely used the color window + HDMA to adjust the fixed color (used by the color window). That's the power of color math: you can change a whole bunch of colors at once without having to strain the CPU in doing so (or spread palette uploads over multiple scanlin...