Search found 186 matches

by HihiDanni
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...
by HihiDanni
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.
by HihiDanni
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...
by HihiDanni
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...
by HihiDanni
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...
by HihiDanni
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.
by HihiDanni
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 ...
by HihiDanni
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...
by HihiDanni
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...
by HihiDanni
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
by HihiDanni
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
by HihiDanni
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...
by HihiDanni
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...
by HihiDanni
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.
by HihiDanni
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.

rainwarrior wrote:This is only true if the only result you care about is what's left in the accumulator.
On the SNES, that is most of the time. It has a 16-bit CPU after all.