Search found 9 matches

by phire
Mon Feb 18, 2013 5:07 pm
Forum: Hardware
Topic: Controller
Replies: 40
Views: 28154

Re: Controller

Looks like I'm wrong, the code always reads in the same number of bits for both controller types.
But I notice the bootloader's custom kernel reads in just the 12 bits containing buttons, while the main kernel reads in all 16 bits.
by phire
Mon Feb 18, 2013 10:52 am
Forum: Hardware
Topic: Controller
Replies: 40
Views: 28154

Re: Controller

Could it be that the controller is only working with games that are expecting a snes controller? Normal snes controllers are backwards compatible as nes controllers, the first 8 bits are read out from the shift register and the rest are safely ignored. But this controller is expecting all 16 clocks ...
by phire
Mon Feb 18, 2013 10:36 am
Forum: Programming & Software
Topic: Vertical Scrolling broken in mode 3?
Replies: 10
Views: 5218

Re: Vertical Scrolling broken in mode 3?

Ouch, that would be tricky as hell to make blitting with fixed cycles in this inner loop! Unless you had something else in mind? Yes, very tricky. Copying the background tile is easy, just one lpm and a store per pixel for 5 cycles. My current thoughts for a fixed cycles blit: (I'm new to avr assem...
by phire
Sun Feb 17, 2013 5:11 am
Forum: Programming & Software
Topic: Compiling Uzebox 3.3
Replies: 1
Views: 1199

Re: Compiling Uzebox 3.3

It's just a matter of a missing (empty) directory. Can be fixed by doing

Code: Select all

mkdir bin
by phire
Sat Feb 16, 2013 9:08 pm
Forum: Programming & Software
Topic: Vertical Scrolling broken in mode 3?
Replies: 10
Views: 5218

Re: Vertical Scrolling broken in mode 3?

I guess I better start writing a game that takes advantage of vertical scrolling now. Maybe a nice vertical shooter, which would be hell on my sprite/ramtile budget. I was thinking, there are 71-96 cycles free on each scan line, it might be possible to recycle ramtiles at the rate of one every 8 lin...
by phire
Sat Feb 16, 2013 10:34 am
Forum: Hardware
Topic: Controller
Replies: 40
Views: 28154

Re: Controller

It's possibly taking advantage of a quirk in the way the snes polls the controller. The only 2 variables I can think of are clock speed and how often it is read. Maybe if you opened it up and identified the chips inside, we could work out how it works. I suspect it doesn't have a microcontroller in ...
by phire
Sat Feb 16, 2013 6:27 am
Forum: Programming & Software
Topic: Vertical Scrolling broken in mode 3?
Replies: 10
Views: 5218

Re: Vertical Scrolling broken in mode 3?

the Y wrapping can not be arbitrary because of it. In fact it should be every 8 tile lines (256/32). Edit: Scrolling seems ok, but it appears to break the overlay :( SMB demo and Castlevania are broken. I'll check that out. No idea about Castlevania (as I don't have the code), but looks like the SM...
by phire
Fri Feb 15, 2013 4:14 pm
Forum: Programming & Software
Topic: Vertical Scrolling broken in mode 3?
Replies: 10
Views: 5218

Re: Vertical Scrolling broken in mode 3?

Ok, I did some digging around in videoMode3core.s and eventually found the bug, the y offset was being calculated incorrectly.

This new version works much better, but still fails to wrap correctly if the screen height (in tiles) is not a power of 2.
by phire
Fri Feb 15, 2013 12:31 pm
Forum: Programming & Software
Topic: Vertical Scrolling broken in mode 3?
Replies: 10
Views: 5218

Vertical Scrolling broken in mode 3?

Hi, Over the last few days I've been experimenting with programming a game for the uzebox (emulator). I've been having problems working out if mode 3 vertical scrolling is working on the latest svn version. Some places on the forum/wiki says it doesn't work and others hint that it does. With both my...