Search found 186 matches

by HihiDanni
Fri May 06, 2016 5:25 pm
Forum: SNESdev
Topic: What the heck does "latch" mean?
Replies: 8
Views: 4222

Re: What the heck does "latch" mean?

Alright, that's pretty simple then. Thanks! Gonna add a couple things in case anyone stumbles across this thread looking for info, because we could always use more SNES documentation: - If you use initsnes.asm, register $4201 is initialized to #$ff, so when latching the counter you should clear and ...
by HihiDanni
Fri May 06, 2016 4:09 pm
Forum: SNESdev
Topic: What the heck does "latch" mean?
Replies: 8
Views: 4222

What the heck does "latch" mean?

I started writing a DMA manager and I think it'd be useful to know just how far into (or past) VBlank I am after all the DMA stuff has been completed. So it'd be cool if I could just grab the vertical scanline counter. The register docs mention something about setting the appropriate IOBit and then ...
by HihiDanni
Fri May 06, 2016 3:17 pm
Forum: SNESdev
Topic: AtariAge "CPU comparison"
Replies: 146
Views: 29752

Re: AtariAge "CPU comparison"

The CPU limited RAM throughput?? Ummm, if that's the case then FastROM wouldn't have been a thing. I'm pretty sure the slow RAM throughput is because... the RAM is slow. Also I'm pretty sure that 16-bit operations are at worst case one cycle slower than the same thing in 8-bit. Has this person ever ...
by HihiDanni
Wed May 04, 2016 2:32 pm
Forum: SNESdev
Topic: AtariAge "CPU comparison"
Replies: 146
Views: 29752

Re: AtariAge "CPU comparison"

Nobody says you have to use the full slot when drawing a single sprite. You can just use a 16-tile slot for a 4x1 tile graphic, though since you have space leftover you might as well cram in a few frames of animation so there is less DMAing going on. My game is actually going to be using 32x32 pixel...
by HihiDanni
Mon May 02, 2016 7:00 pm
Forum: SNESdev
Topic: AtariAge "CPU comparison"
Replies: 146
Views: 29752

Re: AtariAge "CPU comparison"

I actually thought about making a game using Mode 5 once! I'm not sure if the background depth trade-off is worth it though, and presumably the sprites would remain at standard resolution.
by HihiDanni
Mon May 02, 2016 6:49 pm
Forum: SNESdev
Topic: AtariAge "CPU comparison"
Replies: 146
Views: 29752

Re: AtariAge "CPU comparison"

What are you even talking about? If you mean that BGs will get clipped due to overdraw, the answer is never, 3 BGs will always display as 3 BGs. That question was referring to the Genesis VDP. Sorry if that wasn't clear. You should see the ambitious junk I tried to do in solving this problem, tryin...
by HihiDanni
Mon May 02, 2016 4:53 pm
Forum: SNESdev
Topic: AtariAge "CPU comparison"
Replies: 146
Views: 29752

Re: AtariAge "CPU comparison"

What happens when you have all three planes overlapping in one tile at once? Does it just make the Plane A tile disappear? I wonder if this could be used for special effects?
by HihiDanni
Mon May 02, 2016 3:39 pm
Forum: SNESdev
Topic: bsnes-plus and xkas-plus (new debugger and assembler)
Replies: 210
Views: 196739

Re: bsnes-plus and xkas-plus (new debugger and assembler)

Looks like a(nother) case of Qt's font metrics having problems. The register edit boxes are supposed to be sized for n+1 digits. Do the memory viewer and the main debug window have sane default sizes, at least? I did some tests by changing the font size via qt4-config and it looks like those fields...
by HihiDanni
Mon May 02, 2016 3:26 pm
Forum: SNESdev
Topic: AtariAge "CPU comparison"
Replies: 146
Views: 29752

Re: AtariAge "CPU comparison"

The Genesis has a "window plane" (which doesn't support transparency). I prefer having an open-air HUD even if the tile data for it is only 2BPP. I'm not wild about the 16kb sprite char limit. Sometimes I wish I could have been able to fit in just a few more explosion sprites. Instead, I t...
by HihiDanni
Sun May 01, 2016 7:22 pm
Forum: SNESdev
Topic: AtariAge "CPU comparison"
Replies: 146
Views: 29752

Re: AtariAge "CPU comparison"

A few more thoughts I have: I think arcade spec is kinda overrated because of how easy it is to make a powerful arcade system. Cost is largely a non-factor since you're just selling to arcade operators and not home users. Designing affordable hardware for home use is arguably far more challenging. I...
by HihiDanni
Sun May 01, 2016 3:05 pm
Forum: SNESdev
Topic: bsnes-plus and xkas-plus (new debugger and assembler)
Replies: 210
Views: 196739

Re: bsnes-plus and xkas-plus (new debugger and assembler)

While we're at it, a quick bug report. The edit boxes for the register values are too small on my machine:
Screenshot_20160501_180116.png
Screenshot_20160501_180116.png (5.9 KiB) Viewed 5041 times
by HihiDanni
Sun May 01, 2016 1:55 pm
Forum: SNESdev
Topic: AtariAge "CPU comparison"
Replies: 146
Views: 29752

Re: AtariAge "CPU comparison"

Gradius 3 was a launch title running on SloROM and a home port of an arcade title that already had plenty of slowdown so it's a pretty unfair example to use. Hell, it's actually quite performant compared to, say, Metal Slug 2. I've been doing a lot of planning on my own game and I think I could defi...
by HihiDanni
Sun May 01, 2016 1:30 pm
Forum: SNESdev
Topic: Heartcore Project WIP
Replies: 42
Views: 11651

Re: Heartcore Project WIP

Small progress on the editor, which can now read SNES char and palette data. Also this might be among the first 16-bit console hacking/editing tools to be written in something other than Win32?

Animated GIF (thumbnail seems to have glitched so please fullview it):
HCE_CharViewer.gif
by HihiDanni
Mon Apr 25, 2016 2:33 pm
Forum: SNESdev
Topic: WLA DX "bug" that wasn't a bug at all
Replies: 12
Views: 5193

Re: WLA DX "bug" that wasn't a bug at all

I picked up WLA-DX because I saw it used in C frameworks as well as bazz's tutorials which helped me get started on development. I don't know a lot about assemblers right now so having more helpful error messages would be a welcome addition. It would also be nice if it could point out some of the im...
by HihiDanni
Mon Apr 25, 2016 2:13 pm
Forum: SNESdev
Topic: Dealing with Variables in Ram That Are Only Used in One Area
Replies: 13
Views: 5084

Re: Dealing with Variables in Ram That Are Only Used in One

I used to take the stack-based approach before I realized that a simple sta and lda on the DP is faster (and more flexible). So far I haven't run out of space in the DP so I'm using separate variables for different things instead of reusing the same scratch space. Edit: For protecting the caller fro...