Search found 172 matches
- Tue Oct 09, 2018 6:50 pm
- Forum: Newbie Help Center
- Topic: Local variables - performance vs comfort
- Replies: 7
- Views: 8249
Re: Local variables - performance vs comfort
On my last project, I did pretty well with 3 zero page globals mostly used for loops/indexing (idx, ix, iy). I rarely called functions from a loop, so it wasn't much of a problem. Most of the remaining variables were static local, and stack local were really only used in cold code like init function...
- Fri Sep 21, 2018 1:33 pm
- Forum: NES Music
- Topic: Poll, What music driver do you use?
- Replies: 15
- Views: 25274
Re: Poll, What music driver do you use?
The first NES game I made was for a 48 hour game jam. I prepped for it by grabbing a neslib/Famitone template, and playing with some of the related tools. My second project I wrote from scratch, but sound was sort of an afterthought so I went with what I knew.
- Wed Sep 19, 2018 8:05 am
- Forum: NESemdev
- Topic: Best NES emulator for macOS?
- Replies: 8
- Views: 11718
Re: Best NES emulator for macOS?
I use Nestopia on Mac/Linux primarily. I even have a phony makefile target to launch it which is handy. Richard Bannister's Mac port was updated recently, and his ports are always really high quality. He's been maintaining a dozen or so emulators for like a decade at this point. https://www.banniste...
- Wed Sep 05, 2018 12:25 pm
- Forum: NESdev
- Topic: Changing palette mid-frame to avoid bg attribute limitation?
- Replies: 7
- Views: 5214
Re: Changing palette mid-frame to avoid bg attribute limitat
That has to be a screen split. You can't get pixel perfect scrolling like that otherwise.
- Fri Aug 31, 2018 8:47 am
- Forum: General Stuff
- Topic: Memory management in PC programming languages
- Replies: 14
- Views: 8093
Re: Memory management in PC programming languages
In your C example, you could have returned the struct by value as well. Assuming your C++ struct was also a basic POD type, both of them would have been trivially initialized and probably had copy elision applied. If you C++ struct was *not* a POD type (and in C++, there is no general way to know fr...
- Wed Aug 29, 2018 3:11 pm
- Forum: General Stuff
- Topic: Best Version of Windows?
- Replies: 107
- Views: 34173
Re: Best Version of Windows?
it overall supports the theory I've held for some years now: that the Windows kernel itself is actually quite stable That I can't argue with. Like the driver architecture is pretty nice when it prevents the GPU driver from taking the system down. Since Win 7, I haven't had a BSOD that I wasn't pret...
- Wed Aug 29, 2018 11:26 am
- Forum: General Stuff
- Topic: Memory management in PC programming languages
- Replies: 14
- Views: 8093
Re: Memory management in PC programming languages
Autorelease isn't related to stack memory at all. It's so that you can return objects by reference that nothing owns except the autorelease pool, which will release it at a known point in the future. It's what makes the ownership rules simple compared to basic retain counting. You never own a refere...
- Wed Aug 29, 2018 8:53 am
- Forum: General Stuff
- Topic: Memory management in PC programming languages
- Replies: 14
- Views: 8093
Re: Memory management in PC programming languages
2004~5. All the mac fanboys where I worked started buying Ruby books, when I asked why I, "Apple have said its a really good language" was the gist of what they said That's when I started learning Ruby too, but because I heard nice things from other devs. Only one of them was a Mac guy. (...
- Tue Aug 28, 2018 8:08 pm
- Forum: NESdev
- Topic: Finished: TBA block stacking game
- Replies: 11
- Views: 6592
Re: Finished: TBA block stacking game
Oops. I thought I replaced that with the link for the final version. Use the link in the first post.
- Tue Aug 28, 2018 10:33 am
- Forum: General Stuff
- Topic: Memory management in PC programming languages
- Replies: 14
- Views: 8093
Re: Memory management in PC programming languages
I thought the OS was using it. In that it had one GC to rule them all(about when Apple though Ruby was worth as much as actual Rubies), like way back in the day. If not what is its excuse??? It would be very much news to me if the OS ever used it internally. Ruby? When was Apple infatuated with Rub...
- Tue Aug 28, 2018 9:45 am
- Forum: NESdev
- Topic: Finished: TBA block stacking game
- Replies: 11
- Views: 6592
Re: Finished: TBA block stacking game
Hey! So I guess it's been officially announced. My business partner and I were brought it to help get it running on more platforms, and implement the cross platform net games. :D There's a playable Windows demo if you join the Discord channel. It's basically just the single player like the NES versi...
- Tue Aug 28, 2018 8:46 am
- Forum: General Stuff
- Topic: Memory management in PC programming languages
- Replies: 14
- Views: 8093
Re: Memory management in PC programming languages
Apple "its just better" used it ( they have recently banned it as of 2~3 OSX versions ago... ) and they did it badly, and hence Macs needed lots and lots of expensive RAM in order to do trivial things. ... Some early parts of iOS were still using it internally, and that would suddenly cau...
- Sat Aug 25, 2018 7:57 am
- Forum: NESdev
- Topic: Coding my game Cross Chase also for the NES in C (CC65)
- Replies: 6
- Views: 3279
Re: Coding my game Cross Chase also for the NES in C (CC65)
I need to understand how to do this through OAM DMA or by direct writes into PPU memory (is it safe?). I also need to wait for a vertical blank. How do I wait for a vblank in C? I seem to remember reading on the wiki that it's possible to write directly to OAM memory on the PPU, but not recommended...
- Fri Aug 24, 2018 9:24 pm
- Forum: NESdev
- Topic: Best practice when updating entire nametable
- Replies: 28
- Views: 8169
Re: Best practice when updating entire nametable
Oooh! Are you saying that any palette writes, and not just the BG color is what can be causing the issue? Aurgh! Yeah, that seems to fix it. Pushing all of the palette writes into the NMI routine instead of just the BG color seems to work. I guess you said exactly what I needed to hear before, &quo...
- Fri Aug 24, 2018 9:00 pm
- Forum: NESdev
- Topic: Best practice when updating entire nametable
- Replies: 28
- Views: 8169
Re: Best practice when updating entire nametable
but blanking the screen during character selection is not very good for the presentation of your game Well, the character animations are all lz4 compressed. They don't need to be if I just put less of them in the game, but what fun would that be? Really it was a joke that I implemented the characte...