Search found 174 matches
- Sat Jul 25, 2009 3:37 pm
- Forum: NESdev
- Topic: Super Metroid engine on NES?
- Replies: 12
- Views: 6325
He's generally talking about the physics, not the graphics or special effects. The actual physics calcs are probably doable, but they'll be a fair bit slower than the snes's if you went with a direct translation. 32-bit adds aren't very 6502-friendly. If it's doing any serious multiplication, that's...
- Wed Jul 15, 2009 5:11 pm
- Forum: NESemdev
- Topic: MMC5 chr switch
- Replies: 19
- Views: 9445
- Wed Jul 15, 2009 3:13 pm
- Forum: NESemdev
- Topic: MMC5 chr switch
- Replies: 19
- Views: 9445
When in hblank, it reads the tile index from OAM, and then reads the actual pattern table data into an internal 16 byte buffer (2 bytes of pattern data per sprite, 8 sprites). In the 2C02 Technical Reference, these are referred to as Memory Fetch Phase 129 through 160. When rendering the visible por...
- Wed Jul 15, 2009 1:15 pm
- Forum: NESemdev
- Topic: MMC5 chr switch
- Replies: 19
- Views: 9445
As others have mentioned, your sprite rendering is Doing It Wrong if you're having issues with when the switch is supposed to be. When fetching the 8 tiles for the sprites during hblank, you use the A regs for 8x16. Anything else, you use the B regs. The two get accessed at completely different time...
- Fri Feb 06, 2009 2:49 pm
- Forum: NESdev
- Topic: Fan game copyright issues
- Replies: 52
- Views: 20898
Mott's covered most of this. Disclaimer: the following is pretty specific to the US, I am not a lawyer, etc. Copyright covers a particular implementation (an idea fixed in a tangible medium, such as a rom chip, hard drive, book, etc), patents cover a process or algorithm. The difference between the ...
- Wed Jun 18, 2008 12:48 pm
- Forum: NESemdev
- Topic: CPU addressing modes
- Replies: 7
- Views: 4320
Your use of ++ twice in one expression is undefined. While the function call itself is a sequence point, there is no guarantee regarding the order the calls are evaluated in. You should explicitly adjust the PC afterwards, either using gcc's statements as expressions extension, or some other bit of ...
- Fri May 30, 2008 11:39 am
- Forum: NESdev
- Topic: 4 Channel wavetable on the NES
- Replies: 16
- Views: 13697
As far as simplicity goes, running it out of IRQ on some CPU-timed mapper would be the most transparent. you'd lose two cycles to the interrupt sequence and RTI, and another 6 to saving and restoring A across though. Might not be workable, as your main code would then get 12 cycles out of every 113,...
- Fri Apr 25, 2008 4:17 pm
- Forum: NES Music
- Topic: Portamento Routine
- Replies: 7
- Views: 7519
- Fri Apr 18, 2008 2:27 pm
- Forum: NES Hardware and Flash Equipment
- Topic: miscellaneous hardware (mapping) questions
- Replies: 4
- Views: 3901
- Thu Apr 10, 2008 2:13 pm
- Forum: NESdev
- Topic: Polygon filling..
- Replies: 106
- Views: 41259
- Wed Apr 09, 2008 7:49 pm
- Forum: NESdev
- Topic: Polygon filling..
- Replies: 106
- Views: 41259
Clipping and culling are two different things. If you restrict things to convex polygons, and decree that no objects shall intersect, then backface culling is all you need. Culling is the elimination of entire polygons, due to them being outside the view frustum or backfacing. Usually pretty fast. C...
- Wed Apr 09, 2008 5:21 pm
- Forum: NESdev
- Topic: Polygon filling..
- Replies: 106
- Views: 41259
Considered using MMC5? or are you already using it? The multiplier would probably be handy. Pretty much everything comes down to a ton of dot products. If you can keep the space around, you probably want to try and avoid using eulers for all rotations, as there are a variety of issues with them. The...
- Wed Mar 26, 2008 5:14 pm
- Forum: NES Music
- Topic: Music transposing/altering and saving ROM space
- Replies: 15
- Views: 12664
- Wed Mar 26, 2008 1:46 pm
- Forum: NES Music
- Topic: Music transposing/altering and saving ROM space
- Replies: 15
- Views: 12664
That assumes one is using rows, rather than an MCK style input, but your point is of course valid. That would be why bloopageddon has *another* extended command telling it how many bits are note, and how many are length. Length goes through a lookup table, and for repeated sequences, can apply a per...
- Wed Mar 26, 2008 11:51 am
- Forum: NES Music
- Topic: Music transposing/altering and saving ROM space
- Replies: 15
- Views: 12664
What I was referring to wasn't transposing per se, as you still ended up with the same audio output. Picture a system, where notes are packed into 8 bits, 4 bit tone, 4 bit length/cmd. Tone 0-E would pass through, F would indicate a rest. lengths 0-C would refer to whatever set you wanted at the tim...