Search found 152 matches

by battagline
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...
by battagline
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
by battagline
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

dougeff wrote:Someone wrote a LUA script, I think it was for FCEUX, that put something on the screen depending on a RAM address value.
Thanks doug

So do either FCEUX or Mesen support scripting?
by battagline
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 ...
by battagline
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.
by battagline
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
by battagline
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...
by battagline
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...
by battagline
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

Sumez wrote:Wow... I just made another thread about this exact subject just today ;)
Ahh... missed that one.

Thanks
by battagline
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
by battagline
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
by battagline
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
by battagline
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...
by battagline
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...
by battagline
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