Search found 24 matches
- Thu Mar 12, 2020 8:22 pm
- Forum: NESdev
- Topic: Measuring lag, spare cycles in Mesen
- Replies: 13
- Views: 6830
Re: Measuring lag, spare cycles in Mesen
RE: frame rate dropping below 60fps in an emulator, an emulator's performance can vary wildly from one game to another, based on what the game does, and which mapper the game uses. e.g MMC5 games are a fair bit slower in Mesen compared to most other mappers. That said, though, getting below 60 fps ...
- Thu Mar 12, 2020 6:22 pm
- Forum: NESdev
- Topic: Measuring lag, spare cycles in Mesen
- Replies: 13
- Views: 6830
Re: Measuring lag, spare cycles in Mesen
Why? I'm loving this conversation. I always fell for the idea that Sonic was a showcase of the Genesis's faster CPU, and that Super Mario World went in a different direction gameplay wise to compensate for slower clock speeds.
- Thu Mar 12, 2020 1:14 pm
- Forum: NESdev
- Topic: Measuring lag, spare cycles in Mesen
- Replies: 13
- Views: 6830
Re: Measuring lag, spare cycles in Mesen
Thank you guys for the awesome and helpful responses! My first assumption was just that it's my crappy laptop, but I guess I was confused when I booted up SMB3, got 60 with no drops, and then booted my rom and got some drops. When I read about the lag counter in mesen, I thought to test it by playin...
- Wed Mar 11, 2020 7:23 pm
- Forum: NESdev
- Topic: Measuring lag, spare cycles in Mesen
- Replies: 13
- Views: 6830
Measuring lag, spare cycles in Mesen
I was testing a poorly implemented sprite flicker routine on my laptop today, and I noticed FCEUX dropped down to 55fps, so I loaded up SMB3 and it was at 60. When I got home, I ran my rom on my desktop in Mesen, and it showed a solid 60. I turned the lag counter on and it didn't seem to be missing ...
- Sat Oct 19, 2019 11:16 pm
- Forum: Other Retro Dev
- Topic: Michael Abrash's VGA ModeX in Large Memory model
- Replies: 20
- Views: 13429
Re: Michael Abrash's VGA ModeX in Large Memory model
The 4 pixel limitation in Abrash's demo probably has more to do with the convenience of alignment than a specific hardware limitation, maybe, but I'm just speculating 'cause I haven't figured out which example you were referring to yet. https://www.phatcode.net/res/224/files/html/ch48/48-03.html At...
- Sat Oct 19, 2019 6:14 pm
- Forum: Other Retro Dev
- Topic: Michael Abrash's VGA ModeX in Large Memory model
- Replies: 20
- Views: 13429
Re: Michael Abrash's VGA ModeX in Large Memory model
While looking for some info I stumbled upon this interesting project: https://github.com/mills32/Little-Game-Engine-for-VGA Mode X. Targets 16-bit real mode DOS, users Turbo C. Except for some sprite blitting routines in assembly, everything is C. Already using large memory model, since that seems ...
- Sat Oct 19, 2019 9:06 am
- Forum: Other Retro Dev
- Topic: Michael Abrash's VGA ModeX in Large Memory model
- Replies: 20
- Views: 13429
Re: Michael Abrash's VGA ModeX in Large Memory model
Though with the unchained/planar mode you have 4x as much VGA memory available to you, so what I'd actually recommend instead is keeping 2 full screens in VGA memory and swapping between them. This is exactly what Abrash was doing. Double buffering, storing the background on two screens and copying...
- Fri Oct 18, 2019 10:12 pm
- Forum: Other Retro Dev
- Topic: Michael Abrash's VGA ModeX in Large Memory model
- Replies: 20
- Views: 13429
Re: Michael Abrash's VGA ModeX in Large Memory model
Otherwise if you have specific questions about Mode X and implementing it in C, I can probably help, but I can't really approach this by debugging the pile of assembly code you've attached. That's more than fair. I was under the assumption that it would be simply adding some push/pops to the routin...
- Fri Oct 18, 2019 9:01 pm
- Forum: Other Retro Dev
- Topic: Michael Abrash's VGA ModeX in Large Memory model
- Replies: 20
- Views: 13429
Michael Abrash's VGA ModeX in Large Memory model
I'm working through Michael Abrash's Graphics Programming Black Book. I want to take his Mode X (unchained VGA 13h with 320x240 resolution) example and make a proper game out of it. This is my first project in C, and as it's a DOS project, I'm using Turbo C. I got kind of far, to the point where I'm...
- Fri Feb 08, 2019 10:36 am
- Forum: Newbie Help Center
- Topic: Mirroring sprites
- Replies: 9
- Views: 7574
Re: Mirroring sprites
Sorry to bring up such an old thread.. but I figured this is better than starting a completely new one. How can I set a single bit? This is a lame question. I want to set bit 6 to horizontally mirror a sprite.. and there has to be a better way to do this than: LDX #$40 CPX $2002 (or non hardcoded ad...
- Wed Feb 06, 2019 4:17 pm
- Forum: Newbie Help Center
- Topic: What is wrong with my metatile routine? (ASM6 quirk)
- Replies: 23
- Views: 12007
Re: What is wrong with my metatile routine? (ASM6 bug found)
I changed the title, because I thought it was interesting and people may want to read. I'll change it again to reflect that it's a subjective opinion.
- Wed Feb 06, 2019 3:34 pm
- Forum: Newbie Help Center
- Topic: What is wrong with my metatile routine? (ASM6 quirk)
- Replies: 23
- Views: 12007
Re: What is wrong with my metatile routine? (ASM6 bug found)
Is it really a bug, though? If that's not a supported instruction, it is a valid label after all. Are assemblers supposed to blacklist certain words because they're instructions in other CPUs? Not requiring a colon after labels was definitely a design choice, not an oversight, probably for compatib...
- Wed Feb 06, 2019 3:02 pm
- Forum: Newbie Help Center
- Topic: What is wrong with my metatile routine? (ASM6 quirk)
- Replies: 23
- Views: 12007
Re: What is wrong with my metatile routine?
Sick! Thanks for the explanation. If ASM6 is treating "TYX" as a label, does that mean I could later write something like LDX #$00 TYX INX CPX #$10 BNE TYX Talk about confusing. In my mind, this could be fixed by simply checking labels for a colon ":" at the end. If it did that, ...
- Wed Feb 06, 2019 2:13 pm
- Forum: Newbie Help Center
- Topic: What is wrong with my metatile routine? (ASM6 quirk)
- Replies: 23
- Views: 12007
Re: What is wrong with my metatile routine?
I'm curious: what assembler are you using that permitted you to use the 65816 tyx ($bb) opcode? If it's a 65816 assembler that doesn't offer a way to enable a strict 6502 (not 65c02!) mode, then OK, mistakes happen. Else if it does offer such (and is used), or it's a 6502 assembler, then that's inc...
- Wed Feb 06, 2019 2:02 pm
- Forum: Newbie Help Center
- Topic: What is wrong with my metatile routine? (ASM6 quirk)
- Replies: 23
- Views: 12007
Re: What is wrong with my metatile routine?
unregistered was right. I should've known about TYX. Changing to TYA and then TAX fixed the issue. It seems to work now! https://wiki.nesdev.com/w/index.php/The_frame_and_NMIs I see what you're talking about now Doug. I'm drawing to $2007, so that code has to be in vblank. And there's not much vblan...