Search found 24 matches
- Sat Aug 18, 2018 6:38 pm
- Forum: SNESdev
- Topic: More detail on SNES PPU tile-to-pixel pipeline/compositing?
- Replies: 3
- Views: 5003
More detail on SNES PPU tile-to-pixel pipeline/compositing?
So how does the PPU actually convert sprites and background into pixels? Does it directly loop through each individual pixel on each line, then loop through tiles/sprites to calculate the final pixel that should end up in that spot? Or does it loop through each tile or sprite, draw a row of pixels a...
- Sat Dec 30, 2017 11:21 pm
- Forum: SNESdev
- Topic: How does SNES (mode 7) rotate tile pixels internally?
- Replies: 13
- Views: 7976
How does SNES (mode 7) rotate tile pixels internally?
I'm writing a software renderer to work veeeery similar (nearly the same) to the SNES ppu but slightly(?) simpler. Indexed color graphics, 8x8 tile-based, multiple modes etc. But I am wondering for the purposes of writing this SNES like renderer, how does it actually rotate tiles? Mine draws to the ...
- Wed Jul 26, 2017 5:28 pm
- Forum: SNESdev
- Topic: Snes game debugging/disassembling question. (memory address)
- Replies: 8
- Views: 3803
Re: Snes game debugging/disassembling question. (memory addr
Yes, that was it, thank you! I'm guessing the [] means "final memory address" or something like that. I didn't know SNES had a D register as I mostly just know ASM carried over from NES...
- Wed Jul 26, 2017 5:05 pm
- Forum: SNESdev
- Topic: Snes game debugging/disassembling question. (memory address)
- Replies: 8
- Views: 3803
Snes game debugging/disassembling question. (memory address)
I was trying to debug a SNES game to figure out how it worked, I set a breakpoint for the when $000BAA is read or written. When the breakpoint happened this is what I got: $81/99D7 A5 02 LDA $02 [$00:0BAA] A:0000 X:00FF Y:0040 P:envMXdiZc I'm a bit confused; how does A5 02 / LDA $02 relate to the me...
- Fri Feb 03, 2017 12:28 pm
- Forum: NESdev
- Topic: 2 vblank/nmi questions
- Replies: 8
- Views: 3214
Re: 2 vblank/nmi questions
What happens if NMI code doesn't finish in time when the PPU actually starts to draw the next frame?
- Sun Jan 29, 2017 12:12 pm
- Forum: NESdev
- Topic: 2 vblank/nmi questions
- Replies: 8
- Views: 3214
Re: 2 vblank/nmi questions
So if the cpu runs normal code while the ppu renders then how does it stay in sync? For example if only half of all "objects" or sprites are updated to their new positions in the cpu and then it comes time for the PPU to collect sprites to draw them then will half of the sprites be at thei...
- Sun Jan 29, 2017 12:03 pm
- Forum: NESdev
- Topic: 2 vblank/nmi questions
- Replies: 8
- Views: 3214
Re: 2 vblank/nmi questions
What I meant is does the CPU run while the PPU draws the frame or what? Because the way I know lots of newer games work is by first taking input then doing game logic then rendering and then repeating that as fast as possible, the idea of cpu beginning execution when something on the gpu/ppu happens...
- Sun Jan 29, 2017 11:38 am
- Forum: NESdev
- Topic: 2 vblank/nmi questions
- Replies: 8
- Views: 3214
2 vblank/nmi questions
So the NMI is just a piece of code that automatically triggers at vblank right? If thats the case I have 2 questions: 1: Does that mean normal asm code runs asynchronously as the last or current frame is being drawn? Otherwise, wouldn't it only be able to be running during vblank as that's when it's...
- Tue Jan 03, 2017 1:55 pm
- Forum: NES Graphics
- Topic: CHR loading code (C++) don't quite understand CHR format...
- Replies: 6
- Views: 4743
Re: CHR loading code (C++) don't quite understand CHR format
Thanks guys, I got it to work by messing with Kasumi's code for 7 hours... 
- Sat Dec 31, 2016 2:37 pm
- Forum: NES Graphics
- Topic: CHR loading code (C++) don't quite understand CHR format...
- Replies: 6
- Views: 4743
Re: CHR loading code (C++) don't quite understand CHR format
I got that information by using a hex editor, messing in YY-CHR, and saving over and over. Because on a blank CHR when I set pixel 0,0 to color 1 the first byte became 01, when I set pixel 0,1 to color 1 the first byte became 2, and when I set 0,0 and 0,1 to color 1 it became 3. Then I figured out t...
- Sat Dec 31, 2016 1:00 pm
- Forum: NES Graphics
- Topic: CHR loading code (C++) don't quite understand CHR format...
- Replies: 6
- Views: 4743
CHR loading code (C++) don't quite understand CHR format...
What I (think I) understand about the basic CHR format, not counting setting colors, for the standard 2BPP NES format, from hex viewing: Each byte acts like a vertical bitflag, e.g. 0 = nothing there, 1 = pixel on 1st row, 2 = pixel on 2nd row, 3 = pixel on 1st and 2nd row etc... And it is repeated ...
- Wed Dec 28, 2016 3:12 pm
- Forum: NES Graphics
- Topic: "Palette swapping" now VS palette swapping then
- Replies: 11
- Views: 7259
Re: "Palette swapping" now VS palette swapping then
There is only one palette (read: "set/choice of colours") on the NES. The colours depicted under the "Palettes" section are all you get. Background tiles and sprites get separate palettes, but the "set/choice of colours" (that you have to choose from) are the same acro...
- Wed Dec 28, 2016 2:41 pm
- Forum: NES Graphics
- Topic: "Palette swapping" now VS palette swapping then
- Replies: 11
- Views: 7259
"Palette swapping" now VS palette swapping then
If one wants to swap palettes in a modern game, one would use either GLSL shaders or create multiple images with different colors. But on the NES, they obviously didn't have shaders. So how did they do it during actual rendering then? If one was to replace color pixel by pixel during drawing or draw...
- Fri Dec 23, 2016 5:06 pm
- Forum: SNESdev
- Topic: Some questions about SNES collision
- Replies: 9
- Views: 4147
Re: Some questions about SNES collision
My aim isn't to make a game (at least not yet) but to reverse engineer, understand, and hack Mega Man X.dougeff wrote:What kind of game do you want to make?
I really think us SNES 'newbs' should collaborate more.
- Fri Dec 23, 2016 3:59 pm
- Forum: SNESdev
- Topic: Some questions about SNES collision
- Replies: 9
- Views: 4147
Re: Some questions about SNES collision
I would really like to but 65816 is gibberish to me right now I can't imagine myself understanding a decent amount it anytime soon. Hopefully within the next 5 or 6 months if I'm lucky.