SNES C Compiler in action

Discussion in 'Nintendo Game Development' started by lint, Jun 12, 2008.

  1. lint

    lint Member

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    About 6 months ago, there was a thread about a SNES C COMPILER from WDC [http://assemblergames.com/forums/showthread.php?t=5009]. It's been about 4 months that I'm using it, and i have done made great progress. I'm blogging about that for 3 months now. Here is the link to my blog : http://snesdev.antihero.org

    Enjoy it and don't hesitate to send a comments or reply to this post if you have any questions.

    Some people migth want to argue about the fact that for performance issue it's better to code in asm. So far I haven't got any single performance issue, and it's seems that development is faster in C. Optimisation of the function might be done for critical part of the code later.

    ++ Lint
     
  2. Producer

    Producer Member

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    Very good work lint :clap:
    It will be better and better...

    A few questions:
    Is it right that on the compiled rom only the titlescreen is shown (at BG1) and the kung-fu fighter is invisible in the back of BG1 (OBJ Layer) - or is it a "emu" error?
    What it "*(byte*) 0x2101 = 0xa2;"? :shrug:

    The source is very intresting :pray: Thank you for sharing...
     
    Last edited: Jun 12, 2008
  3. lint

    lint Member

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    Wich emulator are you using (name + version) ? There is just a slight bug with joypad reading on the rom in the last post of the site. But i have not seen any bug with sprite.

    0x2101 register is OBJ select register where we spefify addr in vram and object size.

    I will post an update tomorow I think that will be fully working.

    ++ Lint
     
  4. lint

    lint Member

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    zsnes 151 seems to be faulty ... I will try to find why. Snes9x and bsnes are running it ok tough.

    ++ Lint
     
  5. kammedo

    kammedo and the lost N64 Hardware Docs

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    Wow nice!! ^^ I enjoyed hacking SNES ROMs back then also!
     
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