Search found 341 matches
- Thu Jul 14, 2016 9:27 am
- Forum: SNESdev
- Topic: Suggested features of a new gfx converter
- Replies: 27
- Views: 10666
Re: Suggested features of a new gfx converter
Since I was looking at some SNES stuff just a few days ago, I decided to make a tile conversion tool taking in account some of the suggestions presented in the starting post. Wow! :!: How awesome is this! Thank you so much! :D I just threw some demo gfx at your script, so here's some fresh experien...
- Sun Jul 10, 2016 9:35 am
- Forum: SNESdev
- Topic: Suggested features of a new gfx converter
- Replies: 27
- Views: 10666
Suggested features of a new gfx converter
Inspired by this post , I figured it would be a good idea to gather suggestions for features an all-new, specifically SNES-targeted gfx converter tool should have. :) Here's what I came up with for now: Support for at least PCX, BMP, GIF, PNG input files (as it's a pain to convert your old BMP to PC...
- Sun Jul 10, 2016 3:20 am
- Forum: SNESdev
- Topic: Actually making progress: tricked out metasprite routine
- Replies: 51
- Views: 15556
Re: Actually making progress: tricked out metasprite routine
pcx2snes/gfx2snes are known to be buggy, even with bigger files.Espozo wrote:Anyway, I did find out one thing from all of this that you people might be able to use... It appears pcx2snes just doesn't output any file smaller than 512 bytes.
I'll try out tepples' script shortly.
- Sat Jul 09, 2016 5:20 am
- Forum: SNESdev
- Topic: Working with multiple banks
- Replies: 2
- Views: 2009
Re: Working with multiple banks
I have searched all over but can't find a single WLA asm file online that uses multiple banks Here's the first example that comes to mind. :wink: I have provided the asm file (scrollsnes.asm). If anyone could look at it and provide insight I would be very grateful. Your mistake is using .ASM and .E...
- Sat Jul 02, 2016 1:35 am
- Forum: SNESdev
- Topic: Upgrading SNES VRAM to 128 KiB
- Replies: 12
- Views: 7595
Re: Upgrading SNES VRAM to 128 KiB
Luckily, no. I wasn't going to buy any parts at all before I'd brought up some software (i.e., programming) concerns I had.lidnariq wrote:If you're saying "drat, I already bought exactly one, can I make lemonade out of this lemon?"
Again, thanks for explaining all this stuff!
- Fri Jul 01, 2016 2:42 pm
- Forum: SNESdev
- Topic: Upgrading SNES VRAM to 128 KiB
- Replies: 12
- Views: 7595
Re: Upgrading SNES VRAM to 128 KiB
So we'd need 2 * 128 KiB = 256 KiB of new hardware, of which we'd only use half. What a waste. Not worth it, if you ask me. :| I mean, they don't manufacture 64 KiB SRAMs at all, apparently. Hence the waste of half. So how does the SNES hardware determine when to write to which of the two stock VRA...
- Fri Jul 01, 2016 1:32 pm
- Forum: SNESdev
- Topic: Upgrading SNES VRAM to 128 KiB
- Replies: 12
- Views: 7595
Re: Upgrading SNES VRAM to 128 KiB
Thanks for all the info, guys! :) I was going to ask a couple questions about the software side of things, but this totally kills the whole idea IMHO: Two new RAMs to replace the two existing ones, onto both footprints. So we'd need 2 * 128 KiB = 256 KiB of new hardware, of which we'd only use half....
- Wed Jun 29, 2016 10:09 am
- Forum: SNESdev
- Topic: Upgrading SNES VRAM to 128 KiB
- Replies: 12
- Views: 7595
Upgrading SNES VRAM to 128 KiB
So I'd like to go ahead and install 128 KiB of VRAM in one of my test units (got the idea from this thread ). Wait, no, the 400thou SOJs should have a (marginally) compatible footprint. e.g. the IS6*C1024AL-*K*. Other than the four extra contacts off the top. edit: If you still want to try, the rewi...
- Mon Jun 27, 2016 1:24 pm
- Forum: SNESdev
- Topic: higan CPU emulation mode bug? (attn: byuu or any 65816 guru)
- Replies: 137
- Views: 44458
Re: higan CPU emulation mode bug? (attn: byuu or any 65816 g
Someone just needs to desolder the SNES VRAM, and put new chips on the boards, and then run one wire per chip by hand to the PPU. Let me know what type of SRAM chips I'd need as a replacement, and where exactly to run the wires. Would love to mod one of my SNES consoles for 128K of VRAM. :D (Yes, I...
- Sun Jun 26, 2016 10:37 am
- Forum: SNESdev
- Topic: New SNES game in development: Furry RPG (working title)
- Replies: 107
- Views: 73109
Re: New SNES game in development: Furry RPG (working title)
Just a quick update on the inventory sub-menu ... Item names are rendered statically (i.e., as graphics) for now -- thanks again @byuu for the idea and @tepples for a handy Python script that helped a lot in achieving this goal. :D What do you guys think? Is this acceptable, or should I pursue the d...
- Sat Jun 25, 2016 8:51 am
- Forum: SNESdev
- Topic: Mid-scanline BG mode changing in practice (attn: byuu)
- Replies: 10
- Views: 6923
Re: Mid-scanline BG mode changing in practice (attn: byuu)
If you do decide to go the route of a separate ROM per language, I've made a bitmap font renderer in Python. You open it, pass it a font description file that references a PNG, enter text, and it will send a PNG of the rendered text to the screen, to a file, or to GIMP. It's here , but the package ...
- Sat Jun 25, 2016 6:32 am
- Forum: SNESdev
- Topic: Mid-scanline BG mode changing in practice (attn: byuu)
- Replies: 10
- Views: 6923
Re: Mid-scanline BG mode changing in practice (attn: byuu)
That's a whole lot of zeroes on the item number. Sounds like you're gonna have a whole lot of items in this game, eh? Nah, 256 at most (and probably less). The many zeroes result from me quickly setting up a list of test item names by simply copying a base string, ItemXXXXXXXXXXXX , 256 times and r...
- Fri Jun 24, 2016 1:19 pm
- Forum: SNESdev
- Topic: Mid-scanline BG mode changing in practice (attn: byuu)
- Replies: 10
- Views: 6923
Re: Mid-scanline BG mode changing in practice (attn: byuu)
From what I understand, DRAM refresh on most versions of the hardware doesn't happen at exactly the same time on every scanline, hence the "wiggling" in higan Interesting, thanks for the info. :) Just having arrived back at Lion's den (i.e. my home, where I have all SNES hardware revision...
- Fri Jun 24, 2016 11:49 am
- Forum: SNESdev
- Topic: Mid-scanline BG mode changing in practice (attn: byuu)
- Replies: 10
- Views: 6923
Mid-scanline BG mode changing in practice (attn: byuu)
So I'm currently working on the item sub-menu for my WIP RPG, featuring a mid-scanline BG mode change from mode 5 to mode 1 using H-IRQ. Unfortunately, the right "half" of the screen sort of jiggles around on higan ... http://manuloewe.de/snestuff/projects/furryrpg_build_00265-higan.png .....
- Mon Jun 20, 2016 10:41 am
- Forum: SNESdev
- Topic: New SNES game in development: Furry RPG (working title)
- Replies: 107
- Views: 73109
Re: New SNES game in development: Furry RPG (working title)
There's a scrollable Mode 1 world map (WIP) in build #00264 (the static Mode 3 map was scrapped), and some cool sprites contributed by Tantalus:
Download:
http://manuloewe.de/snestuff/projects/f ... d_00264.7z
Download:
http://manuloewe.de/snestuff/projects/f ... d_00264.7z