Search found 186 matches

by HihiDanni
Wed Oct 25, 2017 3:12 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.

Now, X is the object as always, Y is now the spritedef, and D points to the OAM destination. How are you able to use Direct Page for this with the SNES's dumbass HiOAM table? I don't. I reuse the X index register to do it. This requires preserving the current value of X, and it's something I could ...
by HihiDanni
Tue Oct 24, 2017 5:10 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.

I ran into the same issue while refactoring my sprite routine, actually. I had the direct page pointing to the spritedef with X and Y pointing to the current object and the OAM destination, respectively. I realized that this would only let you put spritedefs into bank 0, so I reworked the function. ...
by HihiDanni
Sat Oct 21, 2017 6:34 pm
Forum: SNESdev
Topic: VRAM: Byte address or word address?
Replies: 5
Views: 2811

Re: VRAM: Byte address or word address?

Hmm, 9 to 1. Well, that was easy enough. Thanks everyone!
by HihiDanni
Sat Oct 21, 2017 8:24 am
Forum: SNESdev
Topic: Sampled instrument resources for SPC composers
Replies: 15
Views: 6364

Re: Sampled instrument resources for SPC composers

I have another note: if your attack is instant and you choose to start your sample immediately, take special precaution with the first few samples (the first 8 are what I note down). I usually do an 8-sample fade if I find my conversions getting a bit too much pop to tone down the effect. I have a ...
by HihiDanni
Sat Oct 21, 2017 7:36 am
Forum: SNESdev
Topic: VRAM: Byte address or word address?
Replies: 5
Views: 2811

VRAM: Byte address or word address?

So right now I'm working on a few example programs for the first release of my framework. It has some imperfections here and there, but one bit that really bothers me right now is the style of VRAM address. The macros I'm using for load-time VRAM transfers use word addresses, and so do the VRAM addr...
by HihiDanni
Fri Oct 13, 2017 2:50 pm
Forum: SNESdev
Topic: Need a better snes sdk
Replies: 11
Views: 7312

Re: Need a better snes sdk

Hmm, not sure I'd trust anything that involves WLA as an implementation detail, at least not until its 65816 support receives some bugfixes.
by HihiDanni
Thu Oct 12, 2017 5:25 am
Forum: SNESdev
Topic: Need a better snes sdk
Replies: 11
Views: 7312

Re: Need a better snes sdk

Pvsneslib was the first thing I toyed with when I was getting into homebrew. The library's API was lacking in places and I wasn't super impressed with tcc. Well, I was impressed in that "hey, I can write C code and get results on-screen quickly". I was less impressed with the performance a...
by HihiDanni
Sat Oct 07, 2017 8:10 am
Forum: SNESdev
Topic: Whatcha want in a fighting game?
Replies: 62
Views: 26681

Re: Whatcha want in a fighting game?

So I thought about this for a bit. You can have some pretty big characters with full screen height, but you'll only have the bandwidth to upload graphics for one at a time. However, you also want to be fair to both players by not preferring early updates for one over the other. So here is my idea fo...
by HihiDanni
Wed Oct 04, 2017 4:55 pm
Forum: SNESdev
Topic: What's the easiest way to display text?
Replies: 12
Views: 5749

Re: What's the easiest way to display text?

Well, I said it was a raw tilemap editor. So it just makes plain static, low level tilemaps for use in title screens and other single screen use cases. Metatiles will come later when I write a level format.
by HihiDanni
Wed Oct 04, 2017 7:52 am
Forum: SNESdev
Topic: What's the easiest way to display text?
Replies: 12
Views: 5749

Re: What's the easiest way to display text?

Changing the data (BG tile map) will require some actual SNES knowledge. It's 2 bytes per tile*. Read the wiki. I would be lousy at explaining it. My SNES framework, which will have its first release in a couple weeks should be released once I work out some rough edges, includes a raw tilemap edito...
by HihiDanni
Mon Sep 18, 2017 5:42 pm
Forum: SNESdev
Topic: Introducing the VeriSNES (FPGA-based SNES)
Replies: 307
Views: 204044

Re: Introducing the VeriSNES (FPGA-based SNES)

Yeah, if it sounds metallic it could just be a case of bad aliasing.
by HihiDanni
Mon Sep 18, 2017 3:09 pm
Forum: SNESdev
Topic: SNES sprites hardware issue
Replies: 13
Views: 6684

Re: SNES sprites hardware issue

I'm placing mine at X=-255 (originally intended as a code optimization but I guess it also works to avoid the bug(?) you described).
by HihiDanni
Mon Sep 18, 2017 5:44 am
Forum: SNESdev
Topic: SNES sprites hardware issue
Replies: 13
Views: 6684

Re: SNES sprites hardware issue

Assuming that you're zero-initializing your RAM copy of OAM, having all other sprites in the top left corner is normal. You'll probably want to move them offscreen by setting the nineth byte of their X coordinate.
by HihiDanni
Sat Sep 16, 2017 6:38 pm
Forum: SNESdev
Topic: [SNES developer noob] Help me understand how sprites work
Replies: 20
Views: 8835

Re: [SNES developer noob] Help me understand how sprites wor

That DMA to OAM code is already there in the VBlank handler, so you don't need to write it again elsewhere. You'll notice in the comments that the number of bytes it transfers is 0x220, which is the full size of OAM, hence it transfers all sprites. Since you mentioned that SpriteBuf1 is at 0x400 and...
by HihiDanni
Wed Sep 13, 2017 6:19 pm
Forum: SNESdev
Topic: [SNES developer noob] Help me understand how sprites work
Replies: 20
Views: 8835

Re: [SNES developer noob] Help me understand how sprites wor

I understand that much. There's a low byte and a high byte. These contain data for the table having to do with telling the system how to use my sprite. As seen on the given link, it shows the record format for the low table and the high table and what the values are. But I can't find where they did...