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Messages - fb39ca4
Pages: 1 ... 5 6 [7] 8 9 ... 126
91
« on: January 08, 2014, 10:14:43 pm »
I was trying to figure out why the calculator kept on freezing after Bad Apple finished, and it turns out iff1 and iff2 were disabled. I enable interrupts and set the interrupt mode to 1 immediately before doing bjump(_JForceCmdNoChar). iff1 and iff2 are enabled when that happens, but sometime after the bjump, the interrupts get disabled. What is going on here?
92
« on: January 07, 2014, 09:00:10 pm »
We could do this for s**ts and giggles, but it's not going to work as an actual currency, as someone could just run the mining algorithm on their CPU and outpower all the calculators.
93
« on: January 06, 2014, 05:30:41 pm »
Iambian, what are you using to calculate CPU usage?
94
« on: January 05, 2014, 04:18:41 pm »
How hard would it be to port GCC for the purposes of using its inline assembler?
95
« on: January 05, 2014, 11:21:16 am »
Something like this? You obviously could not have as complex tunnels, but the enemies could work the same way.
96
« on: January 05, 2014, 12:53:30 am »
Ok, so I can't find my adapter at the moment. I'm sure it's hidden somewhere in the bowels of my room. I'll look again after I clean up today.
Quoting myself from another thread, cause it's relevant here too.
We have the opposite problem, then. I have an adapter, but I don't have a calculator.
97
« on: January 04, 2014, 01:44:50 am »
The compression I am using would not be very helpful, as it is meant for large areas of solid color. You could try looking into Pucrunch or Apack, which are more general purpose algorithms, which is what I believe Iambian was using in his YABVA.
98
« on: January 03, 2014, 10:22:28 pm »
Two things in this update. The first is behind the scenes - I replaced the RLE compression I was using previously, which stored runs of individual pixels, with one that stores runs of bytes. The former was slow to decode because the bytes sent to the screen needed to be reconstructed bit by bit. The method I am using now, which is the similar to the one used for the Pokemon Mini version, is much faster to decode, and also takes up less space. The second is I am trying something new for synchronization. The video is supposed to run at 30Hz, and the audio updater is supposed to run at 18.4Hz, a 1/46:1/75 ratio. I now have a single timer controlling both firing at 1380Hz (well, as close to 1380Hz as I could get it), and the video gets updated every 46th time it fires while the audio gets updated every 75th time. Hopefully, this results in better synchronization. It would be great if someone could run the app on a real calculator and let me know about how many seconds the music is off - use the original video for reference.
99
« on: January 03, 2014, 08:54:27 pm »
I don't have a 15 MHz version .-. And having one would make the game so fast it's unplayable
Can't you just reduce the distance moved each frame?
100
« on: January 02, 2014, 06:58:10 pm »
Shouldn't be too hard. Heck, I could even make a 6 or 7 part one for the 83+ without sound.
101
« on: January 02, 2014, 06:53:27 pm »
I'd be interested in knowing how you are combining multiple channels on a single output pin. The method I'm using for BA, where I alternate between ANDing and ORing the two channels, sounds fine in Wabbitemu.
102
« on: January 02, 2014, 03:11:50 pm »
Amazing what you can do with a 15MHz z80! You could also use the dithering for depth fog, like Doom did.
103
« on: January 02, 2014, 02:46:16 pm »
Not bad. You should consider adding a noise channel. I did it in Bad Apple by reading from the r register, but having a properly random sequence of bits should sound better.
A noise channel ? That would be a channel with random noise on it ??
Yes. It's commonly used in 1 bit music as a substitute for drums. Here's how I used it in Bad Apple: https://mediacru.sh/0YlhBMdyRnVn.
104
« on: January 02, 2014, 02:41:08 pm »
Not bad. You should consider adding a noise channel. I did it in Bad Apple by reading from the r register, but having a properly random sequence of bits should sound better.
105
« on: January 02, 2014, 01:15:24 am »
The desynchronization is because I need to have the video running on a timer at 60Hz, and the music running on a timer of 18.4Hz, but I can't set the timers to fire at exactly those rates. I should be able to get it fairly close in the end, but to do that, I need a real calculator, as the audio delay in Wabbitemu makes it hard to tell what is in sync and what is not.
EDIT: Going back to 30Hz non-interlaced was easier than I thought it would be. Latest version is attached:
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