Search found 7 matches
- Mon Sep 21, 2020 2:43 am
- Forum: SNESdev
- Topic: CA65 Bit-shift During Compilation Isn't Working Properly
- Replies: 22
- Views: 9489
Re: CA65 Bit-shift During Compilation Isn't Working Properly
Pretty sure you're missing some #s. LDA num = load .A from address num; while LDA #num = load immediate value into .A.
- Fri Jul 05, 2019 7:45 pm
- Forum: General Stuff
- Topic: ISPs making home servers impossible (port blocking)
- Replies: 20
- Views: 21543
Re: ISPs making home servers impossible (port blocking)
While it is a bit drastic, to avoid home ISP constraints you could run Tor or I2P on your home machine. It can connect outbound-only into its respective anon-net, and then you can address your machine by hash, no matter where it ends up moving in the future. It's technically easier, more portable, a...
- Mon Jun 11, 2018 5:58 pm
- Forum: SNESdev
- Topic: More complex mode 7 rotation (z-axis)
- Replies: 6
- Views: 4938
Re: More complex mode 7 rotation (z-axis)
The matrix coefficients can be seen as simple deltas. Every time the raster moves 1 pixel to the right, the 2D texel coordinate moves by +(A,C). Every time the raster moves 1 pixel down, the texel moves by +(B,D). If the horizon is vertical on the screen, then the boundaries between tiles on a singl...
- Wed Apr 25, 2018 3:07 pm
- Forum: SNESdev
- Topic: Why no SNES homebrew scene?
- Replies: 460
- Views: 179995
Re: Why no SNES homebrew scene?
This text version has it distinguishable, starting at line 7898.lidnariq wrote:Too bad the dots for "excellent" and "fair" in the scanned copy I found are indistinguishable:
- Mon Apr 23, 2018 6:02 pm
- Forum: SNESdev
- Topic: No hype for Sydney Hunter?
- Replies: 27
- Views: 16515
Re: No hype for Sydney Hunter?
Optional analog sticks I'm willing to forgive, as 8-bit arcade games were already using pot paddles ( Pong ), spinners ( Arkanoid ), trackballs ( Missile Command ), and the so-called "49-way joystick" ( Sinistar ) around that time. Wait, "so-called"? It's genuinely a 49-way digi...
- Tue Nov 07, 2017 10:24 am
- Forum: NESdev
- Topic: Techniques for bigger jump tables?
- Replies: 20
- Views: 6414
Re: Techniques for bigger jump tables?
Stepping back a bit, if you have more than 256 items to dispatch on, then your identifier will be at least 2 bytes. It can make sense then to just use address pointers for IDs instead of enums & dispatch tables at all. Whether or not those pointers point to code to jump to, point to a data struc...
- Wed Oct 25, 2017 10:32 pm
- Forum: NESdev
- Topic: What's the best (fastest) multiplication/division code?
- Replies: 14
- Views: 7758
Re: What's the best (fastest) multiplication/division code?
I made an interesting 8*8=8bit shift-add multiply routine in 15 bytes (over in Commodore 64 land). It shrinks down to 11 bytes if you initialize .A yourself, for the added portion of a multiply-accumulate. The "interesting" part is that It exits early whenever the right-shifting multiplier...