Search found 186 matches
- Sun Dec 03, 2017 8:09 pm
- Forum: SNESdev
- Topic: Weirdness, wtf? [solved]
- Replies: 9
- Views: 5312
Re: Weirdness, wtf?
Oh, so whatever is the second driver you include doesn't work? This does seems like it might be related to upload issues, and possibly ROM layout as well? I'd try to dump the SPC memory just after the upload finishes, and check that it matches up byte for byte with what you are trying to upload. If ...
- Sun Dec 03, 2017 4:07 pm
- Forum: SNESdev
- Topic: Weirdness, wtf? [solved]
- Replies: 9
- Views: 5312
Re: Weirdness, wtf?
A few things: - Instead of two identical routines for uploading different drivers, you should consider having one routine for uploading whatever data you are pointing to via index register or variable in RAM. - What is the use case for having two sound drivers via SNESmod? I can imagine having multi...
- Sat Dec 02, 2017 4:13 pm
- Forum: SNESdev
- Topic: Trying to use TILE LAYER PRO
- Replies: 25
- Views: 16139
Re: Trying to use TILE LAYER PRO
This is just the nature of working with old console graphics formats. Char data is stored raw, without any kind of attached data such as palette assignments or size. This is because that information is supplied by other data formats: palettes, tilemaps, and OAM entries, which are going to be game-sp...
- Fri Dec 01, 2017 4:15 pm
- Forum: General Stuff
- Topic: Best uses of the SNES's 64KB of audio ram
- Replies: 80
- Views: 22670
Re: Best uses of the SNES's 64KB of audio ram
OK : Sparkster.rsn Sparkster's audio didn't win an award for nothing. It has arguably some of the best on the SNES. The instruments sound great and are well-EQ'd (much less emphasis on the muddy mid frequencies). The snare is distinctive. Some of the instruments (especially the brass) sound as if t...
- Thu Nov 30, 2017 7:01 pm
- Forum: SNESdev
- Topic: We've been called out
- Replies: 212
- Views: 55924
Re: We've been called out
Probably the debug register here. My guess was that this was intended for developers to check if sprites and background tiles were being placed on-screen as expected even if obscured or hidden.
Edit: The register is explained in Titan's notes
Edit: The register is explained in Titan's notes
- Thu Nov 30, 2017 4:18 pm
- Forum: SNESdev
- Topic: We've been called out
- Replies: 212
- Views: 55924
Re: We've been called out
Am I the only one who feels like graphics on the NES were actually a bit too small? There just seems like a lot of empty underutilized space between objects. Reaction time is a concern with larger sprites, but it mostly comes down to what you're actually doing with your sprites. You can have small s...
- Wed Nov 29, 2017 8:24 pm
- Forum: SNESdev
- Topic: We've been called out
- Replies: 212
- Views: 55924
Re: We've been called out
I dunno; to me it just reads like a summary of research notes by someone who thinks it's fun to mess around with the Mega Drive. My understanding was that a specific explanation of all of the stunts they pulled in Overdrive 2 was not the intent of that document, and that something more along those ...
- Wed Nov 29, 2017 4:34 pm
- Forum: SNESdev
- Topic: We've been called out
- Replies: 212
- Views: 55924
Re: We've been called out
It has been out for a while now : https://docs.google.com/document/d/1ST9GbFfPnIjLT5loytFCm3pB0kWQ1Oe34DCBBV8saY8/pub This is not an explanation of individual effects, it's a list of hardware notes snarkily aimed at emulator devs (presumably to maintain the smoke and mirrors). If this is the Sega c...
- Sat Nov 25, 2017 7:48 am
- Forum: SNESdev
- Topic: SNES Wiki is down again!!!
- Replies: 27
- Views: 17603
Re: SNES Wiki is down again!!!
My mirrors of the CPU and register references are still up if anyone needs them.
- Fri Nov 24, 2017 8:33 pm
- Forum: SNESdev
- Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
- Replies: 58
- Views: 23749
Re: Superfeather Game Engine v0.5.1 "Flying Kobold"
You can already do static sorting through the use of object pools. But dynamically sorting stuff would be very useful for both beat-em-ups and RPGs (strangely, neither of these are cases I had considered). I'll see what I can come up with.
- Mon Nov 20, 2017 6:14 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"
I forgot to add that you can: - highlight multiple blocks/sprites and move them around in a group - highlight blocks/sprites and copy and paste them, even from one level to another - hit a button on the keyboard and run an emulator of your choice with your game loaded The raw SNES tilemap editor al...
- Sun Nov 19, 2017 4:48 pm
- Forum: SNESdev
- Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
- Replies: 58
- Views: 23749
Re: Superfeather Game Engine v0.5.1 "Flying Kobold"
Can you give me an example of a routine that is using too much shorthand? I need some examples before I'll know what to fix and how. The only big difference I notice between your style and mine is that you use snake_case for function names while I use CamelCase. I already mentioned that whitespace b...
- Sun Nov 19, 2017 3:10 pm
- Forum: SNESdev
- Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
- Replies: 58
- Views: 23749
Re: Superfeather Game Engine v0.5.1 "Flying Kobold"
From a level designer's perspective, what sort of functionality are you looking for? It will be easier to meet your needs if you provide a more concrete list of requirements. My initial plan was to use a metatile system as the basis for levels but I could also add support for in-memory direct 16x16 ...
- Thu Nov 16, 2017 6:32 pm
- Forum: SNESdev
- Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
- Replies: 58
- Views: 23749
Re: Superfeather Game Engine v0.5 "Flying Kobold"
So as it turns out, Wine CMD is not an accurate substitute for Windows CMD. I tested the buildsystem in Wine and it handled the forward slashes just fine but they end up confusing native Windows. This should be fixed in 0.5.1. New version also has a few small changes to the documentation. See origin...
- Thu Nov 16, 2017 4:19 pm
- Forum: SNESdev
- Topic: new bsnes-plus debugging features
- Replies: 39
- Views: 22826
Re: new bsnes-plus debugging features
Sorry, but this is bullshit. I've already did so much work to disprove it. Honestly, I think you are being immature. While I also disagree about the S-CPU being underpowered, I don't think this is the way to go about it showing it. As has been touched on previously, there may be several reasons for...