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MILKYTRACKER SNES SOUND EFFECT HOW TOThe special memory region in the SNES that defines how to draw objects, one of two graphics primitives available (the other being backgrounds). I also exchange the top and bottom bytes of a 2-byte word to mix up the lower bits more. You give it a seed, and every time you call the RNG it multiplies the seed by a number and adds another number. A function that generates random numbers. Graphics and levels are good targets for DMA, individual variables not so. Most computers have special hardware that the CPU can use to move large data blocks fast. While a large part of what CPU does is move data, they aren't fast because of instruction fetches and loop overhead. A fast way to move lots of data using special hardware rather than the CPU. Thus the Picture Processing Units (PPUs, read GPU) can be accessed without glitching the screen, and Video RAM (VRAM) can be read and written to by the CPU since the PPUs aren't accessing it to draw.ĭirect Memory Access. MILKYTRACKER SNES SOUND EFFECT TVThis takes a relatively long amount of time, and during this time the TV is not drawing anything. V-Blank occurs when a CRT's electron gun scans to the bottom of the screen and needs to turn off while it resets back to the top. MILKYTRACKER SNES SOUND EFFECT UPDATEOn the SNES it is tied to a safe time to update the video registers without glitching: the Vertical Blank (V-Blank) interval. It's an interrupt that the processor can't ignore. The team who made pier solar is doing that, it's a Roleplaying Beat em Up, although it's only for genesisĪnonymous Sat Aug 1 17:07:17 2015 No.2581835Īnonymous Sat Aug 1 17:11:42 2015 No.2581846 Maybe the some of the other boards' mascots? TCC-Tan for example?Īnonymous Sat Aug 1 17:07:05 2015 No.2581832 I do some low-res art and I was looking at the Tre/vr/ sprite sheets I feel like I could do some other characters.Īnonymous Sat Aug 1 16:47:46 2015 No.2581778 Since there's a fresh thread, I feel like I should point out that since you're doing an arena fighter on a Nintendo platform, you might consider adding more memetastic characters even if they all are functionally identical. ![]() I always wanted to make a really ambitious SNES style metroidvania with RPG elements and fighting game combosĪnonymous Sat Aug 1 16:27:00 2015 No.2581727 I'l see if I can come up with anyting.Īnonymous Sat Aug 1 16:19:02 2015 No.2581714 Keep PWM sound samples relatively short memory is limited!!Īnonymous Sat Aug 1 16:12:57 2015 No.2581702Īnonymous Sat Aug 1 16:15:13 2015 No.2581706ĭo you mind writing what the abbreviations are?Īnonymous Sat Aug 1 16:16:58 2015 No.2581709 In the mean time if any audiofags want to contribute by arranging some music in a sequencer, I'm sure we can translate it later. MILKYTRACKER SNES SOUND EFFECT DRIVERI have a 16-bit Pulse Width Modulated (PWM) to SNES Bit Rate Reduced (BRR) audio codec, and am designing a very simple BackGround Music (BGM) and Sound Effect (SFX) driver for the SPC-700 and A-DSP (The thing that makes the beeps and boops). Sit back and enjoy (or contribute if ya can)! >Īnonymous Sat Aug 1 14:37:09 2015 No.2581525Īlso big announcement: I am planning to do sound now. My goal is to finish by the end of August. Then again this project's scope has grown and I've had a busy summer. I estimated this project would take 2 weeks. MILKYTRACKER SNES SOUND EFFECT CODEThe things remaining are to recode object-object collisions to account for pushing/crushing, add hurtboxes when attacking, make a player stun state and throw them a hurtbox intersects their hitbox, and then vectorize the player code to work with 2+ players. Also some very nice player graphics were supplied by a certain graphicsfag, who did a real good job on vrtan. This is a learning process for me, so I am going to have to reprogram a few things, but their behavior won't change much. So far much of the code for engine framework (reset, main loop, pause), utility (nmi, dma, joy, etc), math (rng, etc), graphics (draw sprite, clear oam, etc), player (idle, walk, jump, punch, uppercut, fall, crush, and respawn states), object (crate), particle (gibs), object-object collision, level-object collision, gravity, and animation has been written. Ideas are welcome, although try to keep them simple. Of course mechanics are subject to change in the name of fun, but I want to get this basic game play implemented before tweaking it. ![]() Players can step on spikes or get crushed by falling crates. Gravity can invert during game play, influencing both players and objects alike. The game being written "Graviton" is a simple one-screen 2d fighter where the players try to push each other into traps to score points. Since the first thread died, let's recap what's been going on. Code is updated regularly both the source and a ROM can downloaded at /gewballs/graviton. Anons are encouraged to contribute in any way they can. This thread documents the creation of a small SNES game. Let's Write an SNES Game II Anonymous Sat Aug 1 14:36:53 2015 No.2581523 ![]()
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