User contributions for NovaSquirrel

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25 April 2024

18 December 2023

22 July 2023

10 July 2023

12 June 2023

4 May 2023

18 January 2023

5 October 2022

31 July 2022

7 June 2022

5 June 2022

2 June 2022

  • 03:3403:34, 2 June 2022 diff hist +2,252 N Register sizes in ca65Created page with "When the 65c816's registers switch between being 8-bit and 16-bit, that affects how the processor expects instructions with immediate operands to be stored. For example, when the 65c816 encounters opcode <code>A9</code> (which is <code>LDA #value</code>) the current size of the accumulator determines if it will try to read one or two bytes after the opcode. This creates a problem for assemblers - they have to know whether to encode <code>LDA #1</code> as <code>A9 01</cod..."
  • 03:1803:18, 2 June 2022 diff hist +6 65c816 for 6502 developers→‎16-bit registers!: Fix the processor flag table

1 June 2022

31 May 2022

30 May 2022

28 May 2022

  • 20:4020:40, 28 May 2022 diff hist +4,259 N DMA examplesCreated page with "This page provides examples on how to use DMA registers to do fast copies on the SNES. These examples use the following defines to make the code clearer: <pre> ; Registers Also known as... DMAMODE = $4300 ; DMAPn DMAPPUREG = $4301 ; BBADn DMAADDR = $4302 ; A1TnL DMAADDRHI = $4303 ; A1TnH DMAADDRBANK = $4304 ; A1Bn DMALEN = $4305 ; DASnL DMALENHI = $4306 ; DASnH ; Configuration for $43n0 ; OR these together to get the desired e..."
  • 07:2507:25, 28 May 2022 diff hist +181 Multiplication→‎References: Link to more examples of multiplication routines

26 May 2022

25 May 2022

23 May 2022

22 May 2022

21 May 2022

20 May 2022

19 May 2022

  • 22:3022:30, 19 May 2022 diff hist +1,719 N Scrolling a large mapCreated page with "A lot of games have their action take place in an area that's too big to fit on the screen at once. To support this, SNES tilemaps can be bigger than the screen, and a programmer can use scrolling to choose which section of it should be displayed. However, the biggest available sizes are still too small for most games' needs. To get around this limitation, a game can simulate an infinitely large tilemap. This involves determining the scrolling direction and continua..."
  • 21:1821:18, 19 May 2022 diff hist +177 N File:NTS scrolling seam.gifAnimation explaining how to perform scrolling across a horizontal playfield longer than 512 pixels. It uses the first four screens of a level in Nova the Squirrel.

10 May 2022

9 May 2022

  • 15:4915:49, 9 May 2022 diff hist +116 DMA registersAdd register names to some bit diagrams
  • 06:1806:18, 9 May 2022 diff hist 0 SNES PPU for NES developers→‎Tilemaps/Nametables: Accuracy fix
  • 05:3505:35, 9 May 2022 diff hist +1,927 N Offset-per-tileCreated page with "Offset-per-tile is a feature of background modes 2, 4, and 6. It allows overriding a layer's horizontal and vertical scroll position on a tile-by-tile basis. This the effect behind the dizzy effect in Yoshi's Island, and it allows Tetris Attack to have two different playfields with different vertical positions. This feature can be used to simulate a rotating background for small rotation angles, as seen in Star Fox. == Details on how the feature works == In offset-per..."
  • 04:1804:18, 9 May 2022 diff hist +8,690 N DMA registersCreated page with "The SNES's DMA (Direct Memory Access) unit allows a game to copy graphics, palettes, OAM and more at a much higher speed than the CPU can accomplish alone. This allows a game to make better use of the limited amount of time it has in vblank to change graphical memory. The SNES has two address buses - consisting of the A bus (which contains cartridge ROM, cartridge RAM, and the SNES's RAM) and the B bus (anything in the $2100-$21ff range, including PPU registers..."

8 May 2022