Search found 193 matches
- Mon Nov 17, 2014 4:40 am
- Forum: SNESdev
- Topic: How do bypass the SNES audio low pass filter on the pcb?
- Replies: 18
- Views: 8889
Re: How do bypass the SNES audio low pass filter on the pcb?
Here you go. There's the obvious catch though, it's good enough to get Megaman X to run but that doesn't necessarily mean that it behaves 100% identical to a real SNES (i.e. it's in the same situation as emulators). This is the biggest issue here, if one were to make a clone of the SPC700, we'd nee...
- Mon Nov 17, 2014 3:02 am
- Forum: SNESdev
- Topic: How do bypass the SNES audio low pass filter on the pcb?
- Replies: 18
- Views: 8889
Re: How do bypass the SNES audio low pass filter on the pcb?
Seriously?? And who is this guy? Where can I find his project?Sik wrote:Oh right, forgot about the latter, although that guy did the entire system in a FPGA.
- Mon Sep 15, 2014 1:17 pm
- Forum: SNESdev
- Topic: Question about BG scrolling
- Replies: 6
- Views: 2674
Re: Question about BG scrolling
That's a great reason. Thanks for your help!Bregalad wrote: 1) You have a lot of patterns and you need to keep as much free VRAM as possible for them
- Sun Sep 14, 2014 10:15 am
- Forum: SNESdev
- Topic: Question about BG scrolling
- Replies: 6
- Views: 2674
Re: Question about BG scrolling
Thanks for all your replies. I now understand how vertical scrolling is achieve in Secret of Mana, Secret of Evermore and Seiken Densetsu 3. If you had to decide, which method for scrolling would you choose? It seems Tales of Phantasia is more more optimized (less VRAM for tilemap) and maybe less di...
- Sat Sep 13, 2014 3:05 pm
- Forum: SNESdev
- Topic: Question about BG scrolling
- Replies: 6
- Views: 2674
Question about BG scrolling
I recently started programming a RPG game with some friends of mine and I successfully animated sprites and created all command+tasking engine. Next step is programming a smooth scrolling for walking inside towns, so I compared some methods used in popular games (all of them use mode 1): * Treasure ...
- Thu Sep 11, 2014 11:09 pm
- Forum: SNESdev
- Topic: Id like to learn about the snes
- Replies: 35
- Views: 11371
Re: Id like to learn about the snes
Not only could you access the top halves of hirom banks through lorom mapping, but the system boots up that way by default. In fact, you can take advantage of this for faster and simplier register initialization, changing DP=$2100 and writing to all register space with direct page addressing mode. ...
- Thu Sep 11, 2014 11:24 am
- Forum: SNESdev
- Topic: Id like to learn about the snes
- Replies: 35
- Views: 11371
Re: Id like to learn about the snes
There there, no need to be patronizing now. Are you talking about chapter 21 in the book? I didn't mean to be patronizing: some people mix up "SlowROM" and "LoROM". Mode 21 is "HiROM" as described in page 2-21-4 in the developer's manual book 1. Just because I'm such a...
- Thu Sep 11, 2014 3:37 am
- Forum: SNESdev
- Topic: Id like to learn about the snes
- Replies: 35
- Views: 11371
Re: Id like to learn about the snes
I elaborated what you were wrong in my previous post. Are you sure you understand what the difference between HiROM and LoROM is? DKC is HiROM and the code run from bank $C0 up. The same for all HiROM games: Chrono Trigger, Secret of Mana, Seiken Densetsu 3, Final Fantasy 6, Romancing Saga 3, and so...
- Thu Sep 11, 2014 12:58 am
- Forum: SNESdev
- Topic: Id like to learn about the snes
- Replies: 35
- Views: 11371
Re: Id like to learn about the snes
This is a little misleading because what you're talking about is bank mirroring, which can be present on lorom carts as well as hirom. Some lorom games access code/data in bank $40-$6F for example ($C0-$FF is possible as well), where 0-$7FFF is mapped to the low 32KiB of said rom bank and not the a...
- Wed Sep 10, 2014 10:28 am
- Forum: SNESdev
- Topic: Id like to learn about the snes
- Replies: 35
- Views: 11371
Re: Id like to learn about the snes
LoROM has a main advantage: all I/O and registers can de done from the same bank you are executing code. So if you are accessingdata in bank $80, you can access VRAM address register by executing STA $2116; this is true for any bank you are executing code. If you had a HiROM program, then you access...
- Fri Sep 05, 2014 2:18 am
- Forum: SNESdev
- Topic: compression algorithm on SA-1 games
- Replies: 15
- Views: 5319
Re: compression algorithm on SA-1 games
It's just a wild guess, but pehaps in DKC they don't decompress much graphics on the fly, so they can do it by software during forced VBlank, while in SA-1 they could decompress on the fly for any kind of VRAM updates ? You can't do any kind of decompression during VBlank! VBlank is a really precio...
- Thu Aug 21, 2014 1:30 am
- Forum: SNESdev
- Topic: Project A-RPG
- Replies: 50
- Views: 20122
Re: Project A-RPG
I repliedKannagi wrote:Thank you for your response, I sent PM
It would be a great idea to share pieces of code made be different people to do different things: animated sprites, ring menus, effects, sound effects, and so...
- Mon Aug 18, 2014 2:18 pm
- Forum: SNESdev
- Topic: Project A-RPG
- Replies: 50
- Views: 20122
Re: Project A-RPG
Thank you, Yes I can put my source code but it has some 'error', I prefer to have a good source code before giving. But yes I can give my source code, I have no worries in that particular level code just do it alone will be very long. Well, there is no need the source code is perfect, it can be rea...
- Fri Aug 15, 2014 3:17 pm
- Forum: SNESdev
- Topic: Project A-RPG
- Replies: 50
- Views: 20122
Re: Project A-RPG
It looks great!! I'm working on my own RPG game and I just finish adding sprites and controlling them. Next step is adding come functions to move sprites to (X,Y) coordinates, add different kind of animated sprites (expressions as seeing on Tales of Phantasia and Star Ocean), magics, and other kind ...
- Sat Aug 02, 2014 12:36 pm
- Forum: SNESdev
- Topic: Fitting an entire level in VRAM
- Replies: 13
- Views: 4056
Re: Fitting an entire level in VRAM
This thread seems interesting! When you guys say "Name Table", you mean "tilemap", don't you? I though each tilemap in SNES was always 32x32 tiles (1 screen), and at most, you could have 4 tilemap arranged this way: AB CD Then, the maximum tilemap is 64x64 tiles, 16 pixels per ti...