Search found 172 matches

by slembcke
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...
by slembcke
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.
by slembcke
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...
by slembcke
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.
by slembcke
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...
by slembcke
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...
by slembcke
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...
by slembcke
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. (...
by slembcke
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.
by slembcke
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...
by slembcke
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...
by slembcke
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...
by slembcke
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...
by slembcke
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...
by slembcke
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...