For the Super Nintendo, what is the best way to initiate the sPPU?

Discussion in 'Game Development General Discussion' started by darkangel, Feb 16, 2009.

  1. darkangel

    darkangel Guest

    I'm trying my hardest but I can't get it to display anything nomatter what I do. What do people usually do when they make homebrew snes games?
     
  2. TmEE

    TmEE Peppy Member

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    On MD you first set the VDP registers, then clean up VRAM... I guess something similiar applies to SNES aswell as other machines.
     
  3. darkangel

    darkangel Guest

  4. TmEE

    TmEE Peppy Member

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    That's a lot of regs....... well, I'm not very familiar with SNES so I cannot say anything further...
     
  5. Calpis

    Calpis Champion of the Forum

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  6. st!

    st! Rising Member

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    ... or ATX intro/menu sources by PAN & TWK. There's a few to be found online.
     
  7. darkangel

    darkangel Guest

    I followed the directions exactly on the snes starters kit, and it didn't even work at all.

    BTW, my computer thinks my new rom is Super Mario World, just because I erased the code from a Super Mario World rom so I can write my new code over it. It says "checksum fail" and "bad rom" when I boot it up.
     
  8. Calpis

    Calpis Champion of the Forum

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    Uhh start from scratch? Dunno what else to say ;)
     
  9. darkangel

    darkangel Guest

    Thanks guys, I finally have accomplished something in programming.

    Now I can finally prove to people I do know how to program and I am not an idiot.
     

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  10. Calpis

    Calpis Champion of the Forum

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    Time to make your own demo now :D
     
  11. Twimfy

    Twimfy Site Supporter 2015

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    Soooo.....you've reversed the controls in the premade demo and then recompiled it....am I missing something here?
     
  12. darkangel

    darkangel Guest

    Oh wow, like anybody can create a high-budget quality game with 100 levels in less than 10 minutes.
     
    Last edited by a moderator: Feb 23, 2009
  13. Twimfy

    Twimfy Site Supporter 2015

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    EDIT: Delete.
     
    Last edited: Feb 23, 2009
  14. MottZilla

    MottZilla Champion of the Forum

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    Everyone has to start somewhere. Modifying someone else's example and pushing forward can help. But I do find it rather hypocritical that you were dogging on japanese Super Famicom developers for making bad code, and you couldn't figure out how to make the SNES display something on your own? I'm not trying to pick on you, but I really think you shouldn't be insulting other people's work when you then need help yourself. You came here acting like some sort of pro and now you are asking for basic help. There's nothing wrong with asking for help, but you shouldn't have acted like a big shot.


    TmEE, SNES may seem to have alot of registers but it really isn't that hard to figure things out if you put some time into reading a document about it. But I'd understand if you're busy with the MD. ;)
     
  15. Twimfy

    Twimfy Site Supporter 2015

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    That's basically what I said but deleted. Your Math skills are supreme and godlike we get it...but don't cry about code until you can put your bolean where your mouth is.
     
  16. darkangel

    darkangel Guest

    I'm different from other people. The thing is, once I get all 128 sprites displayed I know for a fact they will display with no slowdown, getting them to display it the hard part.
     
  17. TmEE

    TmEE Peppy Member

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    Compared to MD there's 5x more of them so it is many :p

    I don't plan on doing any SNES dev, at least not anytime soon... I have Saturn in my list after MD...
    I do like to learn about "competitive" hardware though :)
     
  18. MottZilla

    MottZilla Champion of the Forum

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    That's easy to do. Anyone can plop a bunch of sprites on the screen. The trouble comes when you havea full fledged game running. In the case of Gradius III, I really don't think it was Konami at fault for the slowdown when you have 4 options rotating around you, lasers blasting, and a bunch of enemies on the screen. But I'm sure there are other games that were slow due to lazyness.

    By the way, saying "I'm different" and nothing to back it up translates to saying I deserve special treatment or recognition. You won't get either without something to back it up. Good luck in doing whatever it is you are trying to do. If you just want to develop something cool for the SNES that is great and you can ask questions here and get some help. But no one here is going to worship you.
     
  19. darkangel

    darkangel Guest

    There, I said I can have 128 fast moving sprites with no slowdown, and I did. Next thing I'll do is to apply collision.
     

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  20. tomaitheous

    tomaitheous Spirited Member

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    Congrats on getting the code up and running.

    Now you only need object-to-map, object-to-object, scripted map system with event triggers, and don't forget to fixed point velocity for each object. Oh, and possibly enemy AI. ;-)


    You are and so are the other 6.7 billion people living on this planet. Nothing good ever comes from being arrogant, but such is the way of youth and their first real taste of greater knowledge. :yatta:
     
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