Re: Interest in "modern" SNES Development Hardware?
Posted: Tue Dec 06, 2016 12:01 pm
Buy used right after the next gen gets in storesbyuu wrote:So now I have no idea when the best time to buy a system is :/
NES Development Forums
https://forums.nesdev.org/
Buy used right after the next gen gets in storesbyuu wrote:So now I have no idea when the best time to buy a system is :/
Pretty much everyone else misses the point of audio sampling >96khz, which is for mixing/mastering, not consumer playback. People keep trying to correlate "human hearing" frequencies with sampling rates which is two completely different things. Human hearing is X, therefor the sampling rate must be 2*X (Nyquist–Shannon sampling theorem.) But if you are mixing two sounds of different sampling rates, you need at least a higher sampling rate for mixing. This comes into play mostly in the domain of music since various instruments natural frequencies will not be recorded and mixed correctly, and computer generated music (eg FM synths, Trackers) which literately can generate frequencies that result in distortion if sampled too low. A blind test will always show that people who claim >96khz is better are full of it when they listen to the same thing at 44.1khz (CD) and can't tell the difference. 44.1khz was selected because of it's mathematical appropriateness, not because it happened to agree with the commonly held "humans can only hear up to 20,000hz" accepted knowledge. What most people perceive as better quality is really less noise from the DAC that is really only noticed at high volume.byuu wrote: My point was more in line with people claiming they can totally tell the difference between lossless CD-quality audio and 24-bit 192KHz audio. Everyone wants to imagine themselves as some kind of god with superhuman abilities.
I always buy consoles after the second "smaller" model comes out, despite those often losing features, the smaller model is less likely to die due to cooling improvements which allows for the smaller model in the first place. Though Microsoft gets a lot of frowny faces for the Xbox360. I waited until that was completely redesigned, and STILL the hard drive died. Everyone who bought a model before it, either had the unit RROD, or scratch the hell out of most of their discs. The 3DS, Wii and WiiU I have are both launch+a few months models. The DS I have is the Lite model which simply has brighter screens. The GBA I have is the first clamshell backlit model. Of these only the DS Lite is broken. The original SNES on the other hand, I had kept in it's original packaging when I moved, and when I took it out, dead. Storage kills games consoles.byuu wrote: You would really think consoles would become better in time as costs fell, not worse. Of course, now they're starting to (New 3DS, PS4 Pro, Scorpio). So now I have no idea when the best time to buy a system is :/
Ah, I see what you're saying.byuu wrote:The thing with Ninja Gaiden is that I relearned how to play it and was back to not noticing it at all. It didn't make the game much harder.
That's right, stick to emulation. More old consoles and CRT monitors for me!byuu wrote: But for 99.999% of gamers, it's not the end of the world and proof you should go spend $1500+ buying old game systems, flash carts, CRT monitors, etc.
I don't know if that's true.elseyf wrote:it seems emulators are enough to debug developed SNES software.
Yes mainly: A graphic tool for converting bmp/png files (Tepples made one but it has Python dependencies) to the SNES formats, free music engine (if it doesn't already exist), Nerdy Nights-like newbie tutorial.elseyf wrote:There is rather a need for Software Tools to get easier into developement of SNES games and software.
For graphics conversion I use SnesGFX, it does output a map file for backgrounds and palettes, it does its job very well.Pokun wrote: Yes mainly: A graphic tool for converting bmp/png files (Tepples made one but it has Python dependencies) to the SNES formats, free music engine (if it doesn't already exist), Nerdy Nights-like newbie tutorial.
If "Python dependencies" are bad, are GCC/clang dependencies better?Pokun wrote:A graphic tool for converting bmp/png files (Tepples made one but it has Python dependencies) to the SNES formats
The third is to use ca65 with a macro set that implements SPC700, which blargg made. There are versions that use Sony's official "please don't sue us" mnemonics as well as the standard 65C02 mnemonics.Teach SPC700 programming and how to upload an SPC700 program. There seems to be at least two alternatives for assemblers: Tasm and bass, both using an SPC700 table-file. But bass changes the mnemonics from the official ones, I'm not sure that's a good idea for a tutorial.
Python tools can be converted to nondependent executables with py2exe:tepples wrote:If "Python dependencies" are bad, are GCC/clang dependencies better?Pokun wrote:A graphic tool for converting bmp/png files (Tepples made one but it has Python dependencies) to the SNES formats
No. If you want someone to use a devkit, it has to be self-contained. If the tools are cross platform, you need to literately include a shell script or batch file that fetches dependencies. Those tend to rot quickly over time. At least "C" tools can be compiled into a binary and not need to depend on a C runtime, but because of the license quagmire of using free tools, that is often not the case. eg Linux tools the steps are typically " ./configure then ./make install" and it will complain about dependencies. If you use a package manager like Yum on linux or pkg on FreeBSD it will find compatible binaries for your platform, assuming your platform is still in a supported version. On Windows you are never given the opportunity to compile anything, but unlike Linux, most software products come with the dependencies (even if they're years out of date, they are the dependencies that work with that software.) Windows is not immune from dependency rot (known as dll hell) either.tepples wrote:If "Python dependencies" are bad, are GCC/clang dependencies better?Pokun wrote:A graphic tool for converting bmp/png files (Tepples made one but it has Python dependencies) to the SNES formats
I think with the SNES Assembly is "too hard" without a manual that actually includes both the 65816 and the S-CPU specific instructions, and how the PPU actually works.tepples wrote:The third is to use ca65 with a macro set that implements SPC700, which blargg made. There are versions that use Sony's official "please don't sue us" mnemonics as well as the standard 65C02 mnemonics.Teach SPC700 programming and how to upload an SPC700 program. There seems to be at least two alternatives for assemblers: Tasm and bass, both using an SPC700 table-file. But bass changes the mnemonics from the official ones, I'm not sure that's a good idea for a tutorial.
What prior knowledge should a Super NES-specific tutorial assume? Programming? Assembly on another architecture? 6502 family? 65816 in particular? Graphics programming? Programming for another tiled VDC?
How well do py2exe and executables produced with py2exe work under GNU/Linux? The laptop into which I am typing this post does not and has never run a Microsoft Windows operating system, though it does have Wine installed. Besides, if I have four or five Python tools, will each of them bloat by 5 MB when the whole interpreter and its support libraries are added?WheelInventor wrote:Python tools can be converted to nondependent executables with py2exe:
http://www.py2exe.org/index.cgi/Tutorial
You can't depend on the support libraries for running binaries designed for Windows being installed on every computer, especially computers that did not ship with Windows. So by one plausible definition of "self-contained", each developer of tools would need to sell a Raspberry Pi 3 with a self-contained set of tools preinstalled, with one cable going out of the Pi and into a suitably modded Super NES Control Deck, so that the environment is "self-contained". Or what did you mean by "self-contained"?Kismet wrote:If you want someone to use a devkit, it has to be self-contained.
They still depend on the operating system. Or is each developer of tools expected to buy a Mac on which to run Xcode with which to make and test Mac binaries, as well as a Windows license for that Mac on which to run MinGW or Visual Studio with which to make and test Windows binaries?If the tools are cross platform, you need to literately include a shell script or batch file that fetches dependencies. Those tend to rot quickly over time. At least "C" tools can be compiled into a binary and not need to depend on a C runtime
Then a lot of software products are "fundamentally broken" because the developer isn't willing to buy a sufficiently recent Mac every four years on which to continue to build updated binaries.A software product is fundamentally broken if you can not provide a binary package (be it due to license issues, or laziness) that works out of the box with no further dependencies.