Search found 186 matches
- 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 ...
- 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 ...
- 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 ...
- 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...
- 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.
- 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...
- 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?
- 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...
- 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...
- 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...
- 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:
- 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...
- 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):
Animated GIF (thumbnail seems to have glitched so please fullview it):
- 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...
- 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...