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Please chime in on a proposed restructuring of the ROM hacking sections.
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Aaendi
Posted on 10-25-09 12:17 AM, in Donkey Kong Country 2 Editor? (Videos) Link | Quote | ID: 117927


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Something, I've been wondering forever. What kind of the animation engine does Donkey Kong Country have. The sprite pattern table is only 16kb, and you can only update 6kb during v-blank with the dma.

Aaendi
Posted on 10-26-09 09:35 PM, in Real multiplayer for SMW? (rev. 2 of 10-26-09 10:37 PM) Link | Quote | ID: 118012


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How much cpu power does Mario take up? More than half?

Aaendi
Posted on 10-27-09 11:59 PM, in Idea, homebrew add-on for the Super Nintendo (rev. 4 of 12-18-09 09:19 PM) Link | Quote | ID: 118063


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Maybe there should be an add-on for the Super Nintendo, that uses a Hitachi 6309 and a memory mapper to take over the 65816's bus, and only use the 65816 for DMA commands, since dma was integrated into the same chip as the 65816.




Edit: When I posted this, I was bored with 65816 asm and wanted to try 6309 asm instead, but I realise that having just a new cpu wouldn't be much an addon. So my new idea would be an addon with:

- hardware sprite rotation and scaling
- hardware graphics compression
- a second cpu
- faster wram for the 65816 (no more wram waitstates)
- a faster dma

It doesn't matter what the specifics are, do you like the idea of a 32x-like addon to the Super Nintendo, so you can make new games with a 16-bit look, but go beyond the system's capabilities? Think GBA or NeoGeo style graphics.

Aaendi
Posted on 10-28-09 07:53 PM, in Real multiplayer for SMW? (rev. 2 of 10-28-09 07:55 PM) Link | Quote | ID: 118126


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Why didn't the NES mario games have slowdown like the Snes game? Is it because the cpu doesn't have to calculate all that v-ram address junk for the NES like it does for the Snes?

Aaendi
Posted on 12-18-09 02:24 AM, in Idea, homebrew add-on for the Super Nintendo (rev. 2 of 12-18-09 07:06 PM) Link | Quote | ID: 123271


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I can't beleive this thread was answered. I feel a little embarased now, since I knew it was stupid.

Screw what I originally said. I have a better idea. How about an addon with a sprite scaling and rotation chip, a Hitachi 6309 cpu, a faster work ram, and faster dma transferring. There, that idea is much better.

Mod Edit: New topic moved to this post.

Aaendi
Posted on 12-18-09 09:20 PM, in Idea, homebrew add-on for the Super Nintendo Link | Quote | ID: 123363


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Okay is this way fine? I left the old version, and wrote stuff under it.

Aaendi
Posted on 12-18-09 10:55 PM, in Idea, homebrew add-on for the Super Nintendo Link | Quote | ID: 123375


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If you want to play it on either a tiny screen, or overpriced hardware, then sure.

Aaendi
Posted on 12-20-09 08:53 PM, in Idea, homebrew add-on for the Super Nintendo Link | Quote | ID: 123583


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Wait, Neo Geo is selling for less than Snes is on ebay?

Aaendi
Posted on 12-26-09 06:02 PM, in asm programming = slave labor (rev. 2 of 12-26-09 06:13 PM) Link | Quote | ID: 124165


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I'm not doing assembly to impress people nor doing it because I enjoy it. I'm only doing it for one reason, and that is so I can design my own game. I would rather be the sprite animator, and the level designer and have somebody else do the programming for me, but I looked for a programmer a long time ago but I'm the only one who actually knows how to program the kind of game I want to make.

Aaendi
Posted on 12-26-09 06:20 PM, in asm programming = slave labor Link | Quote | ID: 124171


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A run'n'gun game. Everytime I ask someone to help me they just whine about the cpu.

Aaendi
Posted on 12-26-09 06:32 PM, in asm programming = slave labor (rev. 2 of 12-26-09 06:34 PM) Link | Quote | ID: 124175


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The Super Nintendo's CPU.

btw, my WIP game is uploaded on this website under ID #2683

Aaendi
Posted on 12-26-09 06:44 PM, in asm programming = slave labor (rev. 3 of 12-26-09 06:48 PM) Link | Quote | ID: 124180


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I own a Super Nintendo, but there's not that many run'n'gun games on it, and I love run'n'gun games. Plus I like making sprites using the Super Nintendo's color palette.

Aaendi
Posted on 12-27-09 04:33 PM, in asm programming = slave labor Link | Quote | ID: 124254


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They got money for it and I don't, and besides isn't C really slow?

Aaendi
Posted on 12-27-09 06:28 PM, in asm programming = slave labor (rev. 2 of 12-27-09 06:30 PM) Link | Quote | ID: 124268


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Whenever I try to learn C, I can't find any page that just lists instructions and functions ect. All I can find are boring slow tutorials that lose my interested. I already know how to type "Hello World" I just want to learn how I can draw a sprite or at least a dot, before I lose interest.

Aaendi
Posted on 12-27-09 06:44 PM, in asm programming = slave labor Link | Quote | ID: 124272


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Sure, go ahead and show your tile map code.

I also need to know what I need to do C. Please nothing with a command prompt. The command prompt doesn't work on my computer.

Aaendi
Posted on 12-29-09 01:38 AM, in asm programming = slave labor Link | Quote | ID: 124404


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It's not all assembly languages that I consider as slave labor, it's mostly just 65816 asm.

1) you have to clear carry bit before adding.
2) you can't do math with the index registers.
3) you have to switch modes between 8-bit and 16-bit to use the other.

Other cpus don't have these archetectural flaws.

Aaendi
Posted on 12-29-09 05:17 AM, in asm programming = slave labor Link | Quote | ID: 124441


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Posted by Parasyte
You're right; other CPUs have other architectural flaws.


Like?

Aaendi
Posted on 12-29-09 05:59 PM, in asm programming = slave labor Link | Quote | ID: 124464


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Posted by DahrkDaiz

Of course, that's because the carry bit is needed to do math beyond native cpu word sizes, otherwise you have no way of knowing when the value exceeds the storage unit. It's a feature and much needed.



Most cpu's have both an add with carry, and an add without carry opcode.

Posted by DahrkDaiz

That's because they're "index registers" used for "indexing". It's a slight nuisance anyway and you can still do major math operations without indexer registers.



When your in a tight loop it becomes very useful.

Aaendi
Posted on 12-29-09 08:08 PM, in How was animation usually done in games? Link | Quote | ID: 124500


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Since it's taking so long for me to get my so-called animation engine, to be finished and working correctly, I'm wondering how other games did the animation, since I know the way I'm doing it can't be the easiest way.


The way doing it is, I'm dividing the 16k of sprite patterns into 128 16x16 blocks. All 128 sprites in the oam are 16x16 pixels, and each are given a designated 16x16 block of v-ram. During NMI time, 32 of the 128 16x16 blocks are updated. On the first frame, sprites 0-31 are uploaded, followed be sprites 32-63, then 64-95, and lastly sprites 96-127. Every 4 frames if changes sprite pattern tables, where one pattern table is shown, while the other is being updated.

Then there is a sprite table that stores what sprite animation number and what screen coordinates to be displayed. The animation number points to a ROM address that has information on:

- how many little sprites make up the big sprite
- what are the ROM addresses for each sprite pattern
- what are the displacements of little sprite in relation to the big sprite
- what are the sprite attributes to each of the little sprites

but there is a catch. Since it takes 4 frames to update the pattern tables, the displacements and attributes of the little sprites have to be delayed 4 frames after the sprite patterns are uploaded, or else every oam sprite will be out of alignment with the v-ram sprite pattern, everytime an object is created or dropped.

Aaendi
Posted on 12-29-09 10:35 PM, in How was animation usually done in games? Link | Quote | ID: 124506


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I just thought of something. Did any game ever separate even and odd frames and switch back and forth between them?

I've always been curious how animation was done in games that have high framerates like DKC and Earthworm Jim.
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