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Main - SMW Hacking - SNES Programming Guide | New thread | New reply |
cory21391 |
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Flurry Level: 37 Posts: 51/260 EXP: 331945 Next: 6308 Since: 03-01-07 From: NC, US Last post: 5131 days Last view: 5131 days |
well, I'm creating an all-in-one programming guide to explain the basics of SNES Programming (65816, vram, cgram, dma, etc, etc), cover a lot of stuff for begginers and explains things from the ground up. It will come in 4 sections with some tools in a zip file. I'm done with Section 1: 65816 Programming and working on Section 2: Displaying graphics. Is this a good idea? Of course, it would need to be proofread, and, yea... How does this name sound "The Super Jumbo Extremely Long Yet Informative Begginer's Guide to SNES Programming and Stuff" lol jk ____________________ |
xineohPK |
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Paragoomba Level: 21 Posts: 40/67 EXP: 43453 Next: 6490 Since: 02-20-07 From: Wisconsin, U.S. Last post: 5759 days Last view: 5562 days |
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Erika |
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Paratroopa Level: 29 Posts: 70/150 EXP: 145574 Next: 2311 Since: 02-19-07 From: Shibuya Last post: 5929 days Last view: 5540 days |
[citation needed] |
smkdan |
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Ninji Level: 36 Posts: 65/238 EXP: 288718 Next: 19392 Since: 05-26-07 Last post: 4065 days Last view: 4014 days |
You can find the official manual at romhacking.net
http://www.romhacking.net/docs/225/ Yes, it's pretty hefty. Those bookmarks come in handy. |
Erika |
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Paratroopa Level: 29 Posts: 71/150 EXP: 145574 Next: 2311 Since: 02-19-07 From: Shibuya Last post: 5929 days Last view: 5540 days |
Ooooh...that's different from mine. Mine is even much larger and appears to be made by Nintendo of America (and even covers rudimentary SPC functionality, among other things). Still a neat read |
cory21391 |
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Flurry Level: 37 Posts: 53/260 EXP: 331945 Next: 6308 Since: 03-01-07 From: NC, US Last post: 5131 days Last view: 5131 days |
well, the official nintendo SNES manual is easy to understand at first, then when you start getting into diagrams of stuff it's not so easy to understand (for me anyways) well, if anyone wants to proofread the 1st 2 sections (all about the 65816 and graphic tiles, vram, cgram, dma, and screen modes) just pm me and i'll send it away. the 1st section is the 65816, the 2nd is the rest. ____________________ |
smkdan |
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Ninji Level: 36 Posts: 66/238 EXP: 288718 Next: 19392 Since: 05-26-07 Last post: 4065 days Last view: 4014 days |
I mixed up the names...that one was for the SFC. This one is for the SNES. I didn't download the SFC one, but the SNES one is in english anyway. The explanations can be confusing sometimes but its still a comprehensive source.
http://www.romhacking.net/docs/226/ Edit: Why are posts being randomly destroyed with 'citation needed'? |
cory21391 |
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Flurry Level: 37 Posts: 58/260 EXP: 331945 Next: 6308 Since: 03-01-07 From: NC, US Last post: 5131 days Last view: 5131 days |
dl links for those interested. If you have any questions or corrections, pm me.
Part 1: The 65816 http://www.mediafire.com/?9emxnx0myxc Part 2: Displaying Graphics http://www.mediafire.com/?cfgsj04ijiu ____________________ |
smkdan |
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Ninji Level: 36 Posts: 67/238 EXP: 288718 Next: 19392 Since: 05-26-07 Last post: 4065 days Last view: 4014 days |
The SNES does have multiply / divide built in, just not as instructions. Look at $4202 in anomie's regs.txt. It's all explained in that area.
If you're working with multiplying / dividing numbers in powers of two, bitshifts are the ideal choice. If you want to multiply by say, a fixed amount of 5, however, software is still viable. If you have a number you want to multiply at $0123...
You'd weigh up the speed of using the hardware multiply / divide against the software alternative. If you're using variable multiplier / divisors you'd always use the hardware option I guess. |
Ailure |
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Hats Steam Board2 group Level: 121 Posts: 1345/3965 EXP: 19783775 Next: 272921 Since: 02-19-07 From: Sweden, Skåne Last post: 3304 days Last view: 2055 days |
Pretty good guide as far I can tell, although then i'm rather comfortable with assembly programming in general. I might try to make something out of this, I programmed 6502 in the past and even made a simple NES program, but never tried to make anything for the SNES. ____________________ AIM: gamefreak1337, MSN: Emil_sim@spray.se, XMPP: ailure@xmpp.kafuka.org
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cory21391 |
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Flurry Level: 37 Posts: 59/260 EXP: 331945 Next: 6308 Since: 03-01-07 From: NC, US Last post: 5131 days Last view: 5131 days |
wow, i've never heard of multiplying/dividing with the snes. actually i read somewhere that you can't without loops/inc-ing a lot. but oh well, not to important, i'll fix it though, when i finish the sprites/input section and the advanced programming section that is.... ____________________ |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 183/842 EXP: 1935965 Next: 48721 Since: 02-19-07 From: durff Last post: 4491 days Last view: 4014 days |
Posted by smkdan Who needs memory addresses when you have a stack?
In one case I saved a couple cycles and negated the need for a memory address and an indexing register by using stack relative operations such as above As for multiplication and division, I suppose if you have the space in the rom it's probably faster to use a lookup table. For some operations it might take up a bank or two, though. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
Main - SMW Hacking - SNES Programming Guide | New thread | New reply |
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