Search found 20 matches
- Wed Jul 12, 2017 1:41 pm
- Forum: SNESdev
- Topic: A SNES palette questions/inquiry (possibly silly questions)
- Replies: 47
- Views: 26295
Re: A SNES palette questions/inquiry (possibly silly questio
The common problem between the TGX16 and SNES is the lack of tools or maybe to know how to use it in my case. For example, I use GFX2SNES (based on pcx2snes) and SIXPACK for converting image. My problem is how to generate a 16 pictures colors with a 256 colors palette. I succeed to display the bg1. ...
- Tue Jul 11, 2017 1:54 pm
- Forum: SNESdev
- Topic: A SNES palette questions/inquiry (possibly silly questions)
- Replies: 47
- Views: 26295
Re: A SNES palette questions/inquiry (possibly silly questio
I've already programmed the tgx16 and I've had some difficulties with the graphical mode soon I tried to display a picture larger than 16 colors ...
Thank you for explanation.
Thank you for explanation.
- Tue Jul 11, 2017 8:19 am
- Forum: SNESdev
- Topic: A SNES palette questions/inquiry (possibly silly questions)
- Replies: 47
- Views: 26295
Re: A SNES palette questions/inquiry (possibly silly questio
Hello! In mode 3, I must use an unique 256 colors palette for the two backgrounds (256 and 16 colors) or can I use 2 differents palettes? Thanks! The 256 color background has to share colors with sprites and BG2. Of course not every color has to be used, but the 256 colors you can use for BG1 would...
- Sun Jul 09, 2017 9:16 am
- Forum: SNESdev
- Topic: A SNES palette questions/inquiry (possibly silly questions)
- Replies: 47
- Views: 26295
Re: A SNES palette questions/inquiry (possibly silly questio
Hello!
In mode 3, I must use an unique 256 colors palette for the two backgrounds (256 and 16 colors) or can I use 2 differents palettes?
Thanks!
In mode 3, I must use an unique 256 colors palette for the two backgrounds (256 and 16 colors) or can I use 2 differents palettes?
Thanks!
- Sat Jun 10, 2017 10:53 am
- Forum: SNESdev
- Topic: A SNES palette questions/inquiry (possibly silly questions)
- Replies: 47
- Views: 26295
Re: A SNES palette questions/inquiry (possibly silly questio
Great!! Thank you for your answer!creaothceann wrote:In a 256-color-mode, the tile data for every pixel is 8 bits wide and indexes across the entire palette. Therefore PPP has no effect (except in Direct Color mode).
- Sat Jun 10, 2017 3:47 am
- Forum: SNESdev
- Topic: A SNES palette questions/inquiry (possibly silly questions)
- Replies: 47
- Views: 26295
Re: A SNES palette questions/inquiry (possibly silly questio
Using mode 3 as an example: you have two backgrounds available, one which supports up to 256 colours (i.e. 256 entries in a palette), and another which supports only 16. Hello all! Could someone can explain to me how you can use 256 colors palette entries in mode 3 when the PPP tile map index is 3 ...
- Fri Jun 02, 2017 12:09 am
- Forum: SNESdev
- Topic: Super NES EMULATOR SE dev question
- Replies: 32
- Views: 13269
Re: Super NES EMULATOR SE dev question
If someone need something I've, please contact me.
I'm still looking for all Graphics and Sound software for Emulator SE/ IS Character or IS Sound.
For information, ISAS and ISLK works with Super FX and SPC700 code, just put the good ISSND or ISSFX pseudo instruction in it.
I'm still looking for all Graphics and Sound software for Emulator SE/ IS Character or IS Sound.
For information, ISAS and ISLK works with Super FX and SPC700 code, just put the good ISSND or ISSFX pseudo instruction in it.
- Thu Jun 01, 2017 11:59 pm
- Forum: SNESdev
- Topic: Super NES EMULATOR SE dev question
- Replies: 32
- Views: 13269
Re: Super NES EMULATOR SE dev question
Sure, we are talking about Intelligent System assembler/linker/debugger manual not the common snes one.
It's very usefull if you want to code with it.
I send you a MP for a link.
It's very usefull if you want to code with it.
I send you a MP for a link.
- Thu Jun 01, 2017 2:09 am
- Forum: SNESdev
- Topic: Super NES EMULATOR SE dev question
- Replies: 32
- Views: 13269
Re: Super NES EMULATOR SE dev question
Hello,
Because Nintendo legal issue, I don't know if I can attached the manual here.
Is it possible?
Because Nintendo legal issue, I don't know if I can attached the manual here.
Is it possible?
- Sun Apr 30, 2017 10:54 am
- Forum: SNESdev
- Topic: Super NES EMULATOR SE dev question
- Replies: 32
- Views: 13269
Re: Super NES EMULATOR SE dev question
Hello all!
After changing header adress to $7FB0 and mode 20, rom works on my sd2snes.
I don't understand why mode 21 doesn't work however ...
After changing header adress to $7FB0 and mode 20, rom works on my sd2snes.
I don't understand why mode 21 doesn't work however ...
- Sat Apr 29, 2017 3:09 pm
- Forum: SNESdev
- Topic: Super NES EMULATOR SE dev question
- Replies: 32
- Views: 13269
Re: Super NES EMULATOR SE dev question
Thank you for these clear explanation. I tried to convert once again ISX file to ROM/SFC but it always fail running on my SD2SNES.
I attached the updated code and ISX/ROM files. Could you confirm it works on your QUICKDEV?
I attached the updated code and ISX/ROM files. Could you confirm it works on your QUICKDEV?
- Sat Apr 29, 2017 5:40 am
- Forum: SNESdev
- Topic: Super NES EMULATOR SE dev question
- Replies: 32
- Views: 13269
Re: Super NES EMULATOR SE dev question
Hello, Thank you for your answer. Tracing the code through bsnes-plus I discovered your NMI routine is broken. The two and NMITIMEN_JOY_ENABLE lines should be and #NMITIMEN_JOY_ENABLE. The code worked on your system because memory address $000001 had bits 7, 6 or 0 set. If all those bits were clear ...
- Fri Apr 28, 2017 11:27 am
- Forum: SNESdev
- Topic: Super NES EMULATOR SE dev question
- Replies: 32
- Views: 13269
Re: Super NES EMULATOR SE dev question
Well seen !!! Thank you very much Nicole, It's working without problem now!
Thank you ALL for the help!
I attached the source and the binary files for those interested by.
Thank you ALL for the help!
I attached the source and the binary files for those interested by.
- Fri Apr 28, 2017 8:42 am
- Forum: SNESdev
- Topic: Super NES EMULATOR SE dev question
- Replies: 32
- Views: 13269
Re: Super NES EMULATOR SE dev question
Hello, Thank you all for explanation. I have re-written the Joypad routine and NMI's one but at this time, the program is a little bit buggy since the left direction doesn't show anything and the right one show blue screen (it must be yellow). I don't really understand ... Could you help me please? ...
- Wed Apr 26, 2017 2:12 pm
- Forum: SNESdev
- Topic: Super NES EMULATOR SE dev question
- Replies: 32
- Views: 13269
Re: Super NES EMULATOR SE dev question
Hello, Thank you for your answer. I don't really understood what you mean when you're talking about "VBlank has enought time to start executing code before autoread start" because only thing I need to do in VBlank is reading joypad register and I can do only at the autoread start. Do you t...