I started implenting SA-1 into SMW(mostly because superFX gave me too much trouble). However, when SA-1 is active and the V-counter IRQ is enabled, the SNES randomly get IRQ signal, causing chaotic slowdown and layer 3 displacement(Since SMW use IRQ to make layer 3 at the correct location). Here the code used by both SA-1 and the SNES:
i'm pretty confident that the documents made the transition to english without any problems. it's not like there's going to be a kaeru issue there. and does it really matter why a hyphen was added?
one would guess readability, something that isn't really needed so much on the chip itself.
What would be the point in implementin SA-1, MARIO CHIP, Super FX GSU-1, Super FX GSU-2, Super FX GSU-2 SP-1 or any other enhancement chip for SMW????????????
I thought this game works fine as is
Hardware means nothing if you don't have good software.
Compare the success of SNES over Genisis
(not quiet anymore)
I actually don't know much at all (if anything) about programming for the snes.
But just out of curiosity; Bio, what language is that code ,you've provided, in?
EDIT:
Is it assembly? doesn't look familiar, but i have heard (maybe i heard incorrectly) the snes is programmed in assembly
Hardware means nothing if you don't have good software.
Compare the success of SNES over Genisis
declan wrote:What would be the point in implementin SA-1, MARIO CHIP, Super FX GSU-1, Super FX GSU-2, Super FX GSU-2 SP-1 or any other enhancement chip for SMW????????????
I thought this game works fine as is
the original game, not any of his mods. The main issue is that tools just keep stacking new code on it(some of wich are really ineficient). as a result, the game can very easly become laggy when you add too much stuff. I also got some nice effect added with them, such as real-time modification of Mario graphic and creation of HDMA table that get updated when the screen scroll up or down
EDIT:
The SA-1 would be good for what your donig right? 'cause you're not doing anything out of the ordinary (like polygons or somthing), just more of the same "snes stuff", like Donkey Kong (even though it doesn't use the SA-1).
Unless you were trying to make it more like Yoshi's Island, with the sprite stetching, rotating and those mad paralax layers. In which case the Super FX would come in handy right?
Hardware means nothing if you don't have good software.
Compare the success of SNES over Genisis
I'm talking the paralax layers used in Yoshi's Island. and some point there's like four layers, some with animation. Not just still paralax layers, like in Donkey Kong Country
Last edited by declan on Thu Mar 27, 2008 2:56 am, edited 1 time in total.
Hardware means nothing if you don't have good software.
Compare the success of SNES over Genisis
I recon at some points in monkey world there'd be four layers, though maybe your right, probly only 1 or 2 have animation (and of coase, if there's animation, there's spites), the rest are just stills i supose.
Though, in Donkey Country 2: Diddy's Kong Quest, I think its in "Web Woods", world 5, level 5, i spotted i think about 5 layers, though none of them had animation.
Hardware means nothing if you don't have good software.
Compare the success of SNES over Genisis