Search found 152 matches
- Sun Oct 14, 2018 7:58 am
- Forum: Newbie Help Center
- Topic: debugging equivalent of printf
- Replies: 8
- Views: 4367
Re: debugging equivalent of printf
For Mesen, you should be able to use the endFrame callback to read the value from ram and print its value on the screen with drawString. There are a number of Lua script examples built into the script editor window, you can take a look at those if you want to get a better understanding of how to wr...
- Sat Oct 13, 2018 12:18 pm
- Forum: Newbie Help Center
- Topic: debugging equivalent of printf
- Replies: 8
- Views: 4367
Re: debugging equivalent of printf
It looks like Mesen also has a LUA api.
https://www.mesen.ca/docs/apireference.html
Will investigate.
Thanks again Doug
https://www.mesen.ca/docs/apireference.html
Will investigate.
Thanks again Doug
- Sat Oct 13, 2018 9:44 am
- Forum: Newbie Help Center
- Topic: debugging equivalent of printf
- Replies: 8
- Views: 4367
Re: debugging equivalent of printf
Thanks dougdougeff wrote:Someone wrote a LUA script, I think it was for FCEUX, that put something on the screen depending on a RAM address value.
So do either FCEUX or Mesen support scripting?
- Sat Oct 13, 2018 9:22 am
- Forum: Newbie Help Center
- Topic: debugging equivalent of printf
- Replies: 8
- Views: 4367
debugging equivalent of printf
I have a certain animation that is sometimes running when it should, and sometimes not. I'm currently using Mesen as my emulator, and I can't help but missing the printf or similar console output from higher level programming languages. I'm not sure if anything like this exists, but I keep thinking ...
- Fri Oct 12, 2018 9:59 am
- Forum: Newbie Help Center
- Topic: Sprite wackyness
- Replies: 9
- Views: 4203
Re: Sprite wackyness
@clearvus set me straight. I didn't realize that the OAM data was being copied during a DMA and not somehow shared with the PPU. So double buffering makes no sense.
Thanks everyone for setting me straight on this stuff... hopefully I get this part now.
Thanks everyone for setting me straight on this stuff... hopefully I get this part now.
- Fri Oct 12, 2018 9:33 am
- Forum: Newbie Help Center
- Topic: Sprite wackyness
- Replies: 9
- Views: 4203
Re: Sprite wackyness
Thanks for the explanation. Does it make sense to double buffer the oam data? Or is there a more efficient way to do all my sprite calculations in the game loop so I can just move the data over in the nmi code?
Thanks
Thanks
- Thu Oct 11, 2018 7:31 pm
- Forum: Newbie Help Center
- Topic: Sprite wackyness
- Replies: 9
- Views: 4203
Re: Sprite wackyness
When I ran it in my emulator, I got a totally blank screen, likely because your Sprite DMA is being done too close to the end of VBlank (it starts at the beginning of scanline 259 and then ends in the middle of scanline 1) - when I switched to PAL mode, everything worked great (likely because I'm n...
- Thu Oct 11, 2018 6:04 pm
- Forum: Newbie Help Center
- Topic: Sprite wackyness
- Replies: 9
- Views: 4203
Sprite wackyness
So I've been messing around working on an Asteroids game, and I'm getting some sprite wackyness when I fire more than a single bullet at a time. I'm stepping through my NMI code and looking at the OAM data and everything looks like it's ok to me. I'm guessing I'm doing something stupid/simple that I...
- Thu Oct 11, 2018 3:58 pm
- Forum: Newbie Help Center
- Topic: Portland Retro Gaming Expo
- Replies: 2
- Views: 2806
Re: Portland Retro Gaming Expo
Ahh... missed that one.Sumez wrote:Wow... I just made another thread about this exact subject just today
Thanks
- Thu Oct 11, 2018 3:26 pm
- Forum: Newbie Help Center
- Topic: Portland Retro Gaming Expo
- Replies: 2
- Views: 2806
Portland Retro Gaming Expo
Do many NES Devs go to the Portland Retro Gaming Expo? Or is it more a collector / gamer thing?
Thanks
Thanks
- Wed Oct 10, 2018 4:12 pm
- Forum: Newbie Help Center
- Topic: Rotating a sprite 90 degrees
- Replies: 11
- Views: 5028
Re: Rotating a sprite 90 degrees
It sounds like the best thing to do is just rotate it 90 degrees photoshop and have 2 versions in the .chr
Thanks for your help, was just hoping there was some better way
Thanks for your help, was just hoping there was some better way
- Wed Oct 10, 2018 2:22 pm
- Forum: Newbie Help Center
- Topic: Rotating a sprite 90 degrees
- Replies: 11
- Views: 5028
Rotating a sprite 90 degrees
Is it possible to rotate a sprite by 90 degrees? Or do I need to do it in photoshop and include it in the .chr file that way?
Thanks
Thanks
- Sat Oct 06, 2018 10:04 am
- Forum: Newbie Help Center
- Topic: Simulating floating point
- Replies: 13
- Views: 4281
Re: Simulating floating point
Thanks guys... it took me a little while to understand why the math behind 2s compliment works. So just to make sure I understand it, let me try to explain it and anyone feel free to tell me what I'm getting wrong. When you are doing 2s complement, you are effectively subtracting the number you have...
- Fri Oct 05, 2018 3:03 pm
- Forum: Newbie Help Center
- Topic: Simulating floating point
- Replies: 13
- Views: 4281
Re: Simulating floating point
So if I want to have a negative decimal number, like -1.25, how would that work using fixed point? I was thinking that #$E0 in the low byte could represent -0.25, but then would I need $FF in the high byte? I'm a little confused as to what I would do if the high byte were negative and the low positi...
- Fri Oct 05, 2018 11:46 am
- Forum: Newbie Help Center
- Topic: Simulating floating point
- Replies: 13
- Views: 4281
Re: Simulating floating point
lidnariq wrote:Use 8.8 fixed point instead: it's a lot easier to manage.
8.8 looks just like ordinary 16-bit math, except that you only use the upper byte when displaying the results.
That's a good idea. I need to keep it simple.
Thanks