Search found 28 matches

by d4s
Sun Feb 08, 2009 8:55 pm
Forum: bsnes General Discussion
Topic: The most CPU intensive SNES game / part / effect ever
Replies: 27
Views: 38949

Here's something I frequently do in my SNES projects during development: Latching the scanline counter once before entering the NMI/IRQ-waitloop and using that as the y-position of a sprite. The more that sprite moves toward the bottom of the screen, the more time the CPU needed to calculate the las...
by d4s
Sun Jan 18, 2009 2:27 pm
Forum: bsnes Dev Talk
Topic: BS-X technical discussion
Replies: 110
Views: 166063

Hi all, I own a Satellaview (with Yosshi no Panepon) and some memory cards. Most cards are empty though, unfortunately. I have been reading into dumping and stuff. Sorry for my lack of knowledge, but I was wondering how this dumping is done. And, for me personally more interesting, is it possible t...
by d4s
Tue Nov 04, 2008 5:56 pm
Forum: Development
Topic: SNES reverse engineering through schematics
Replies: 15
Views: 17317

I found someone who had them again, and put them here: http://www.neviksti.com/wiki/Schematics They seem editted a bit from what I remember, but these are definitely the same ones I had on my old computer. In particular, it is hard to read many of the labels. If someone could clean these up, that w...
by d4s
Thu Oct 30, 2008 11:41 am
Forum: bsnes Dev Talk
Topic: TribalTap is now proven to be a fraud
Replies: 9
Views: 24055

Thanks for finally putting that myth to rest!
As you know, I had my fair share of problems while trying to get the Tribal Tap to work flawlessy in my eight player game.

Do you think the additional logic for reading the 6th joypad could have been fitted into that PAL?
Sounds like a tight fit to me.
by d4s
Sun Sep 21, 2008 9:35 pm
Forum: Gaming Discussion
Topic: State of the snes homebrew scene
Replies: 68
Views: 23336

I've released the game a couple of days ago.
You can get it here:
http://gra.dforce3000.de/

Real hardware or Bsnes recommended.
by d4s
Mon Sep 08, 2008 6:16 pm
Forum: Gaming Discussion
Topic: State of the snes homebrew scene
Replies: 68
Views: 23336

AFAIK, the maximum number of joypads you can connect to the SNES with officially licensed peripherals is eight, with one Multitap in each port. (Although Nintendo didn`t allow for that in retail games according to the developers manual) Then there`s the Tribal Tap, which has 5 ports and you could th...
by d4s
Mon Sep 08, 2008 12:20 pm
Forum: Gaming Discussion
Topic: State of the snes homebrew scene
Replies: 68
Views: 23336

Also, does it use any coprocessors like the superfx? That game looks way too complex for a snes game (the graphics and sound, etc, I mean). The graphics are pre-rendered. How is that "complex"? The sound engine is nice though. Don't you know, I'm using this revolutionary new technology ca...
by d4s
Sun Sep 07, 2008 12:24 pm
Forum: Gaming Discussion
Topic: State of the snes homebrew scene
Replies: 68
Views: 23336

huge-ass rant I think I can see what you're trying to say, even though it sounds slightly confusing. To put it simply, here's the reason why I'm doing this: It is fun. I don't care about being cool, making development easier, developing on a recent console or anything like that. Hell, I don't even ...
by d4s
Thu Sep 04, 2008 9:34 pm
Forum: bsnes Dev Talk
Topic: BS-X technical discussion
Replies: 110
Views: 166063

Holy shit, wow. $600. I wouldn't even want it, even as a donation, at that price. I'd feel too obligated to pull off miracles that I may not be able to. It does look to be in amazing condition, though. I do own a complete Satellaview set and a couple of 8m memory packs for it. I wouldn't feel comfo...
by d4s
Tue Sep 02, 2008 10:32 pm
Forum: Gaming Discussion
Topic: State of the snes homebrew scene
Replies: 68
Views: 23336

As for the SNES homebrew scene, I'd say it's mostly dead.
Not completely dead, though - and here's why:
http://www.youtube.com/watch?v=Yx2wFwIrces

This is a simple beat em up for eight human players I've been developing in august. Hope I can release it soon, it's mostly ready.
by d4s
Thu Jul 31, 2008 8:59 am
Forum: bsnes Dev Talk
Topic: bsnes v0.033 released
Replies: 227
Views: 97671

tetsuo55 wrote:my applologies, the game i meant was "Lamborghini American Challenge"
And the peripheral you meant was the super scope, not the justifier, i guess. :roll:
by d4s
Mon Jul 28, 2008 3:58 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.033 released
Replies: 227
Views: 97671

I've been wondering how that 5-player multitap works, aswell. I assume we're talking about this device here: http://www.stefan-larsson.se/Images/jpeg/Snes/snes-tribal-tap-6-player.jpg Wanted to get one of these for the longest time to play around with... From my understanding, the normal 4-port mult...
by d4s
Mon Jan 14, 2008 9:48 pm
Forum: Development
Topic: World exclusivity. First RAM Cassette dump.
Replies: 19
Views: 15524

As discussed before, the cartridge itself is a rewriteable 4Mbit sram cart, not much more. The magic seems to lie within the host system. I don't know if it's clear to everybody, but according to its patent, the host system was meant to let users create snes games without previous programming knowle...
by d4s
Wed Jan 03, 2007 4:40 am
Forum: Development
Topic: Hey look, someone ripped off my idea :D
Replies: 14
Views: 12106

it think it's an awesome idea. seconded. How to let the emulator know? A special emulator-only register to control rumble settings. But won't that interfere with other games? Nah, just make something like $4210 require a special string pattern be written to it, such as "SNESEMU\0". The od...
by d4s
Wed Aug 16, 2006 12:55 pm
Forum: Development
Topic: Fast bit mixing algorithm for $2100 brightness emulation
Replies: 18
Views: 18883

Are these brightness levels confirmed on the hardware? It'd be easy to set backdrop & palette to white, or maybe to some color stripes, and change Brightness via HDMA. quick sidenote: there seems to be a hardware problem with the sprites when writing to $2100 via hdma. atm, this is just a wild ...
by d4s
Sun Oct 16, 2005 4:48 pm
Forum: Development
Topic: Questions on enabling HDMA mid-frame
Replies: 13
Views: 10449

sorry to go slightly offtopic here, but here is something that bugged me for quite some time now:
is it possible to disable individual active hdma channels mid-frame?
by d4s
Tue Jul 26, 2005 4:34 pm
Forum: Development
Topic: Help with SNES devcart, programmer Flash or eprom?
Replies: 10
Views: 8383

a selfbuilt cartridge will be more expensive than $70 in the long run if it has the same features as the super flash.
by d4s
Tue Jul 26, 2005 10:17 am
Forum: Development
Topic: Help with SNES devcart, programmer Flash or eprom?
Replies: 10
Views: 8383

Re: Help with SNES devcart, programmer Flash or eprom?

I'm trying to build a SNES devcart that is compatible with many games. :D I want to create a HiRom and LoRom devcart with 8KB S-RAM, highest possible storage i.e (2MB or greater ) so it can have compatiblity. I've been doing research on the topic, but I can't decide whether to use 27c801 EPROM or A...
by d4s
Thu Jun 23, 2005 1:43 am
Forum: DeJap Projects
Topic: Breath Of Fire 2
Replies: 28
Views: 27897

finally got around to finalizing that vwf, thanks to byuu. =)

check it out here: http://bof2.blogspot.com/
by d4s
Thu Jun 09, 2005 12:44 pm
Forum: DeJap Projects
Topic: Chrono Trigger retrans?
Replies: 152
Views: 174607

Agozer wrote:ok
(going slightly off-topic)

so youre a fan of maktone, too?
high five, agozer!!!!! ;)
are you involved in the the so-called demoscene, by any chance?
by d4s
Mon Jun 06, 2005 10:18 am
Forum: DeJap Projects
Topic: Breath Of Fire 2
Replies: 28
Views: 27897

Magusx wrote:May i suggest a remake of a Chrono Trigger over this? hehe
plain and simple: no. :P

i've implemented a vwf, but i'm still working on the autoformatting part.
screenshots will follow once i'm done with that.
by d4s
Mon May 02, 2005 4:11 pm
Forum: Development
Topic: pseudo hires stuff
Replies: 14
Views: 11203

A total rewrite isn't that bad, either. In fact, I actually find it easier than trying to work in the confines of the original text system. The first try is always the scariest. It's really nothing more than bit-shifting and combining. If it's a static tilemap, then I take it the game has no kanji?...
by d4s
Fri Apr 29, 2005 11:34 am
Forum: Development
Topic: pseudo hires stuff
Replies: 14
Views: 11203

By the way, I was recently directed to your webpage by a friend (-- kudos to your work so far by the way), and I noticed a few things you might have overlooked. For example, in your intro you use fullscreen 256x224x16 color images of the characters. I'm curious why you didn't go with 256x224x256 co...
by d4s
Thu Apr 28, 2005 5:01 pm
Forum: Development
Topic: pseudo hires stuff
Replies: 14
Views: 11203

You're bandwith has been exceeded for today so I can't see your screenshots. :( It's rare that code fails on ZSNES and not on the SNES, it's usually the other way around. When/if you figure out what's going on here, it may be a good idea to post your findings in the dev forum so the emulators can b...
by d4s
Thu Apr 28, 2005 2:18 am
Forum: Development
Topic: pseudo hires stuff
Replies: 14
Views: 11203

pseudo hires stuff

im currently working on an enhanced version of breath of fire 2 and did some investigations (of the trial and error kind ;) regarding the pseudo 512 pixels hires mode on the snes. apart from translating the game im trying to visually enhance it.for example, i implemented textboxes resembling those o...