Search found 341 matches

by Ramsis
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...
by Ramsis
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...
by Ramsis
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

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.
pcx2snes/gfx2snes are known to be buggy, even with bigger files. :|

I'll try out tepples' script shortly. :)
by Ramsis
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...
by Ramsis
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

lidnariq wrote:If you're saying "drat, I already bought exactly one, can I make lemonade out of this lemon?"
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. :wink:

Again, thanks for explaining all this stuff! :)
by Ramsis
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...
by Ramsis
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....
by Ramsis
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...
by Ramsis
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...
by Ramsis
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...
by Ramsis
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 ...
by Ramsis
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...
by Ramsis
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...
by Ramsis
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 .....
by Ramsis
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:

Image

Download:
http://manuloewe.de/snestuff/projects/f ... d_00264.7z