Search found 186 matches
- Thu Nov 16, 2017 3:17 pm
- Forum: SNESdev
- Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
- Replies: 58
- Views: 23749
Re: Superfeather Game Engine v0.5 "Flying Kobold"
You'll have to be a bit more specific than that. It sounds like you opened the .bat file via the shell. Command Prompt windows opened this way will self-close after they're done. You probably want to open the Command Prompt yourself and run the .bat file from there. Don't use an Administrator prompt...
- Tue Nov 14, 2017 9:30 pm
- Forum: SNESdev
- Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
- Replies: 58
- Views: 23749
Re: Superfeather Game Engine v0.5 "Flying Kobold"
You don't need to know any Lua. You should just be able to run the build.sh or build.bat (depending on your platform) and it will run the Lua script for you.
- Tue Nov 14, 2017 7:08 pm
- Forum: SNESdev
- Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
- Replies: 58
- Views: 23749
Re: Superfeather Game Engine v0.5 "Flying Kobold"
This is awesome, we need more SNES homebrew code in the wild. I've read through the code and understand how the engine works. I love the simplicity of this engine (unlike mine which is a little all over the place). I hope you keep it up as the engine expands. Thanks! I did have a bit of trouble rec...
- Tue Nov 14, 2017 3:20 pm
- Forum: SNESdev
- Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
- Replies: 58
- Views: 23749
Re: Superfeather Game Engine v0.5 "Flying Kobold"
A level editor will come in a future release. It may take some time because scrolling level support is a big can of worms but it's something that I definitely want to do! Getting it all working is exciting to think about! Anything from another engine will need conversion. For graphics, it will be ea...
- Tue Nov 14, 2017 6:25 am
- Forum: SNESdev
- Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
- Replies: 58
- Views: 23749
Re: Superfeather Game Engine v0.5 "Flying Kobold"
So! A few things I'd like to see feedback on: How useful are the manual and examples? Is there anything I need to explain in more detail? Is there anything I'm doing wrong? Is there anything I can change or improve to better fit the three core principles (Performance, Flexibility, Convenience)? Is t...
- Mon Nov 13, 2017 6:09 am
- Forum: SNESdev
- Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
- Replies: 58
- Views: 23749
Re: Superfeather Game Engine v0.5 "Flying Kobold"
Good point. (I had someone else ask what this was too)
Topic subject updated.
Topic subject updated.
- Sun Nov 12, 2017 6:16 pm
- Forum: SNESdev
- Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
- Replies: 58
- Views: 23749
Re: Superfeather Framework v0.5 "Flying Kobold"
What exactly does the lua build do? It runs ca65 and ld65 on the files you tell it to. The configuration is inside config-build.lua. You might get better visibility if you host the source on one of the common repository hosting sites, like GitHub, GitLab, or Bitbucket. A public git repository will ...
- Sun Nov 12, 2017 1:42 pm
- Forum: SNESdev
- Topic: Superfeather Game Engine v0.5.2b "Flying Kobold"
- Replies: 58
- Views: 23749
Superfeather Game Engine v0.5.2b "Flying Kobold"
So initially I wanted to release my SNES framework once I had completed all of the features I wanted, but given that folks are mostly still at the stage where they're trying to get simple sprites on-screen, I figure that releasing it in its current state is bound to help at least somebody. Therefore...
- Wed Nov 08, 2017 3:54 pm
- Forum: SNESdev
- Topic: SNES Wiki is down again!!!
- Replies: 27
- Views: 17603
Re: SNES Wiki is down again!!!
The 65816 reference, oddly enough, is not listed in the Reference category but you can find it if you search for it: https://wiki.superfamicom.org/65816-reference The tables have too low of a contrast. I can barely see the text in them. Edit: Registers also missing from the Reference category. Can b...
- Wed Nov 08, 2017 3:12 pm
- Forum: SNESdev
- Topic: SNES Wiki is down again!!!
- Replies: 27
- Views: 17603
Re: SNES Wiki is down again!!!
Sorry for the double post, but I think it's worth mentioning that I just checked today and it looks like it's back up with new software: https://wiki.superfamicom.org
- Mon Nov 06, 2017 4:01 pm
- Forum: SNESdev
- Topic: SNES Wiki is down again!!!
- Replies: 27
- Views: 17603
Re: SNES Wiki is down again!!!
Who is running the wiki, anyway? It needs a new install badly.
I've saved local copies of the 65816 reference and registers pages, but they look pretty bad without the stylesheets. I'll see if I can host them in a bit.
Edit: 65816 Reference and Registers
I've saved local copies of the 65816 reference and registers pages, but they look pretty bad without the stylesheets. I'll see if I can host them in a bit.
Edit: 65816 Reference and Registers
- Thu Nov 02, 2017 5:03 am
- Forum: SNESdev
- Topic: seperate AI and sprite drawing/animation routines per object
- Replies: 13
- Views: 5084
Re: seperate AI and sprite drawing/animation routines per ob
You don't necessarily need separate think and draw functions. Separate states, maybe, but not functions. My engine used to call separate think and draw functions for each object, but then I realized that this wasn't necessary, so I went with just a think function that may optionally do its own drawi...
- Sat Oct 28, 2017 9:38 am
- Forum: SNESdev
- Topic: Dealing with only X, Y, and Direct Page.
- Replies: 29
- Views: 7690
Re: Dealing with only X, Y, and Direct Page.
Set the Data Bank Register to $7F ( or 7E if you want) now DP relative hits your 256 bytes of "registers" in 00:XXXX I would not recommend this, because even though the DP access only takes 3 cycles, they're slow cycles because you're hitting RAM. One of the keys to performance on the SNE...
- Thu Oct 26, 2017 5:10 am
- Forum: SNESdev
- Topic: new bsnes-plus debugging features
- Replies: 39
- Views: 22826
Re: new bsnes-plus debugging features
This looks quite comprehensive! The ability to load symbols from a file is something I'd find very useful, but I use CA65 as my assembler instead of WLA, so the symbol files probably won't be compatible.
- Wed Oct 25, 2017 4:28 pm
- Forum: SNESdev
- Topic: Dealing with only X, Y, and Direct Page.
- Replies: 29
- Views: 7690
Re: Dealing with only X, Y, and Direct Page.
On the SNES, that is most of the time. It has a 16-bit CPU after all.rainwarrior wrote:This is only true if the only result you care about is what's left in the accumulator.